Stream Files
This document will outline what the .ytf & .ytd files do, as well as how to make your own.
.ytf Files
.ytf files are essentially the base of your vehicle which is read by GTA.
When you export your vehicle from ZModeler, you will have created your own .ytf file which you can later use in OpenIV to assign textures to.
ENSURE YOU EXPORT AS 'LOCKED'
To prevent leaking, when exporting you must ensure that the .ytf file remains locked. Meaning nobody can make edits or rip off any assets.
It's important to have 2 .ytf files in your stream folder. They should be Named:
VEHICLE-SPAWNCODE.ytf VEHICLE-SPAWNCODE_hi.ytf
For example:

You can view .ytd files by using OpenIV (More info below), by double clicking on it.
.ytd Files
.ytd files contain information on textures which are actively being used by .ytf files.
To create a .ytd, create a text document and change the name to your vehicle spawn code, then change the file extension to .ytd

Do NOT include _hi when naming .ytd files
In order to edit this file, you need OpenIV Which can be downloaded here:
OpenIV does not need the _hi .ytf file, this is only required when installing into a server.
To edit this file, you should have imported it into OpenIV and then double click it. Which should look something like this (Without the textures):

Here is where you can add/remove textures and also change how they are compressed.
The optimal compression for different textures can be seen below:
Black Texture
A8R8G8B8
This will prevent the black from looking purple in game.
Diffuse with transparency on image
DX5 (Unless Black then A8R8G8B8)
Diffuse without transparency on image
DX1
DX1 is essentially just DX5 but without using additional memory for the transparency data.
Normal
BC7
Specular Map (SpecMaps)
DX1
Specmaps do not contain transparent textures, so DX1 can be used here.
Emissive
DX5
To import textures into OpenIV, press import and change the Texture Format (Compression):

Ensure to import ALL of your textures used on the vehicle.
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