# Stream Files

## .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.

{% hint style="danger" %}
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.
{% endhint %}

{% hint style="warning" %}
It's important to have 2 .ytf files in your stream folder. They should be Named:

VEHICLE-SPAWNCODE.ytf\
VEHICLE-SPAWNCODE\_hi.ytf
{% endhint %}

For example:

<figure><img src="/files/uZMqt1ATRzu0lf4qIsgj" alt=""><figcaption></figcaption></figure>

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`

<figure><img src="/files/3QJGActbCcgVW39xdOCI" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/vnBekaBWhtswgF3mD1QN" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
Do NOT include \_hi when naming `.ytd` files
{% endhint %}

In order to edit this file, you need <mark style="color:red;">OpenIV</mark> Which can be downloaded [here](https://openiv.com/):

{% hint style="info" %}
OpenIV does not need the \_hi `.ytf` file, this is only required when installing into a server.
{% endhint %}

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):<br>

<figure><img src="/files/AvkDyPvB4wQZaOpgMKpN" alt=""><figcaption></figcaption></figure>

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:

<table><thead><tr><th>Type of Texture</th><th>Compression Type</th><th width="103" data-type="number">MipMaps</th><th>Additional Information</th></tr></thead><tbody><tr><td><strong>Black Texture</strong></td><td>A8R8G8B8</td><td>1</td><td>This will prevent the black from looking purple in game.</td></tr><tr><td><strong>Diffuse</strong> with transparency on image</td><td>DX5 (Unless Black then A8R8G8B8)</td><td>1</td><td></td></tr><tr><td><strong>Diffuse</strong> without transparency on image</td><td>DX1</td><td>1</td><td>DX1 is essentially just DX5 but without using additional memory for the transparency data.</td></tr><tr><td><strong>Normal</strong></td><td>BC7</td><td>1</td><td></td></tr><tr><td><strong>Specular Map</strong> (SpecMaps)</td><td>DX1</td><td>1</td><td>Specmaps do not contain transparent textures, so DX1 can be used here.</td></tr><tr><td><strong>Emissive</strong></td><td>DX5</td><td>1</td><td></td></tr></tbody></table>

To import textures into OpenIV, press import and change the Texture Format (Compression):

<figure><img src="/files/YHDuZFZvrtlKMfccQqAC" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
Ensure to import ALL of your textures used on the vehicle.
{% endhint %}


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