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Tools/06 · Script Tools

Script Tools for GTA V — The utility drawer

GLB models converted to game formats, oversized textures downsized in place, and schema-aware meta editing with live handling stats.

supporter licenseglb importytd optimizermeta editorbinary meta → xml
SCRIPT TOOLS — YTD OPTIMIZER
Import

GLB in, game-ready out

The Model Importer converts binary glTF — the format every DCC tool exports — to game drawables. Garment mode maps skin joints onto the freemode skeleton by bone name, and meshes with no skin at all get weights transferred from the base ped body. Props convert rigid, with optional LODs by decimation.

  • Embedded textures ride along in the output drawable
  • Add the result straight into an open EUP project
  • Verified end-to-end: game model → GLB → import → parses back clean
GLB IMPORT — CONVERSION OPTIONS
Textures

Optimize without breaking dictionaries

The YTD Optimizer downsizes oversized textures in place — untouched textures are copied byte-for-byte, the original is kept as a .bak that later runs never overwrite, and a Restore button puts it back. Its repair pass also fixes the page-layout corruption that makes textures render as garbled collages in-game.

  • Live plan column shows what each option will do before you commit
  • Batch staging and whole-folder optimization
  • Page-layout diagnosis + repair, pixels untouched
YTD OPTIMIZER — PER-TEXTURE PLAN
Metas

Edit the tree, not the angle brackets

The Meta Editor opens loose metas with a structural tree as the primary surface — filter, duplicate, delete, colour swatches — synced live with the raw XML pane. Known handling and vehicle fields get tooltips, typical ranges and enum autocomplete; binary .ymt / .ymap / .ytyp files dump to readable XML.

  • Handling stats aggregate across every open tab
  • Out-of-range values highlighted as you type
  • Refuses to overwrite binary metas with a text dump — no accidents

In the field

stills

Questions

Script Tools
How do I convert a GLB model into GTA 5 format?

Drop the .glb into the Model Importer. Garment mode maps skin joints onto the freemode skeleton by bone name — meshes with no skin get weights transferred from the base ped body — and prop mode converts rigid models, with optional LODs by decimation.

My .ytd texture file is huge — can I shrink it safely?

The YTD Optimizer downsizes oversized textures in place: untouched textures are copied byte-for-byte, the original is kept as a .bak that later runs never overwrite, and a Restore button puts it back. Its repair pass also fixes the page-layout corruption that renders textures as garbled collages in-game.

Can I read binary .ymt / .ymap / .ytyp files?

Yes — they open as readable XML dumps in the Meta Editor (read-only, so the dump can never clobber the binary). Plain-text metas open fully editable with a structural tree, schema tooltips and typical-range warnings.

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