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vehicles.meta

The vehicles.meta file is the core file defining vehicle properties in FiveM. It contains the main configuration for how a vehicle behaves and appears in the game.

Structure

The vehicles.meta file uses binary XML format and requires conversion to text for editing. It contains a list of vehicle definitions with the following key elements:

<InitDataList>
<residentTxd>vehshare</residentTxd>
<residentAnims></residentAnims>
<Item type="CVehicleModelInfo__InitDataList">
<modelName>adder</modelName>
<txdName>adder</txdName>
<handlingId>ADDER</handlingId>
<gameName>ADDER</gameName>
<vehicleType>AUTOMOBILE</vehicleType>
<plateType>0</plateType>
<internalName>Adder</internalName>
<class>8</class>
...
</Item>
</InitDataList>

Key Attributes

Basic Properties

AttributePurposeExample
modelNameVehicle model identifier"adder"
txdNameTexture dictionary name"adder"
gameNameGame name/hash reference"ADDER"
internalNameDisplay name in UI"Adder"

Vehicle Configuration

AttributeValuesPurpose
vehicleTypeAUTOMOBILE, BIKE, QUAD, etc.Vehicle classification
class0-20Vehicle class (compact, sedan, etc.)
plateType0-5License plate style
wheelType0-xDefault wheel style

File References

AttributePurpose
handlingIdReferences handling.meta entry
audioNameHashAudio configuration name
layoutHashReferences vehiclelayouts.xml
sirenHashSiren configuration

Physics & Performance

AttributePurposeRange
estimatedMaxSpeedTop speed estimate0-300
bonesDamage and breakable partsList of bone names
seatsSeat configurationPassenger count

Common Vehicle Types

<vehicleType>AUTOMOBILE</vehicleType>  <!-- Cars -->
<vehicleType>BIKE</vehicleType> <!-- Motorcycles -->
<vehicleType>QUAD</vehicleType> <!-- ATVs -->
<vehicleType>PLANE</vehicleType> <!-- Aircraft -->
<vehicleType>HELI</vehicleType> <!-- Helicopters -->
<vehicleType>BOAT</vehicleType> <!-- Boats -->

Vehicle Classes

ClassTypeExamples
0CompactIssi, Panto
1SedanOracle, Fugitive

vehicles.meta Breakdown

Core Identity Elements

PropertyPurpose
<modelName>Game model identifier used throughout the engine (e.g., 07gal)
<txdName>Texture dictionary file reference - must match YTD filename (e.g., 07gal)
<gameName>Game hash name for internal references - usually same as modelName (e.g., 07gal)
<vehicleMakeName>Display name shown in UI and menus to players (e.g., 2007 Ramborini Gillado)
<handlingId>Links to handling.meta entry for physics and driving characteristics (e.g., 07gal)
<audioNameHash>References audio configuration file for engine/vehicle sounds (e.g., gallardov10)

Layout & Positioning

PropertyPurpose
<layout>Seating layout type - defines bone structure and seat positions (e.g., LAYOUT_LOW)
<coverBoundOffsets>AI cover point configuration - where AI takes cover behind vehicle (e.g., VACCA_COVER_OFFSET_INFO)
<scenarioLayout>Scenario-specific bone configurations for special animations (empty for most vehicles)

Camera Configuration

PropertyPurpose
<cameraName>Default third-person camera behavior when driving (e.g., DEFAULT_FOLLOW_VEHICLE_CAMERA)
<aimCameraName>Camera position during weapon aiming from vehicle (e.g., DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA)
<bonnetCameraName>Hood camera view type for bonnet/hood view (e.g., VEHICLE_BONNET_CAMERA_MID_HIGH)
<povCameraName>Point-of-view camera reference for driver view (e.g., DEFAULT_POV_CAMERA)
<PovCameraOffset x="" y="" z="">X, Y, Z offset for POV camera position relative to driver seat (e.g., 0.0, -0.25, 0.6)
<FirstPersonDriveByIKOffset x="" y="" z="">Hand position during first-person drive-by animations (specific X, Y, Z coordinates)

Visual & Physics Properties

PropertyPurpose
<wheelScale>Front wheel size multiplier - scales wheel model size (Float 0.0-1.0+, e.g., 0.273700)
<wheelScaleRear>Rear wheel size multiplier - independent from front (Float 0.0-1.0+, e.g., 0.273700)
<HDTextureDist>Distance at which HD textures load instead of LOD textures (Float units, e.g., 5.0)
<dirtLevelMax>Maximum visible dirt/damage accumulation on vehicle (Float 0.0-1.0, e.g., 0.300000)
<damageMapScale>How visible damage appears on vehicle body (Float scale, e.g., 0.600000)
<defaultBodyHealth>Starting vehicle health/integrity value (Float HP, e.g., 1000.0)

Performance & Spawning

PropertyPurpose
<swankness>Vehicle prestige level for traffic spawning (e.g., SWANKNESS_5 - high prestige)
<maxNum>Maximum vehicles of this type spawning in traffic simultaneously (Integer, e.g., 4)
<frequency>How often this vehicle spawns in traffic (0-100 scale, e.g., 30)
<visibleSpawnDistScale>Distance multiplier for when vehicle becomes visible (Float, e.g., 1.0)
<lodDistances>Level-of-detail render distances for each LOD level (Multiple float values)

Special Features & Behavior

PropertyPurpose
<flags>Behavioral flags controlling special features (Space-separated, e.g., FLAG_SPORTS FLAG_RICH_CAR FLAG_AVERAGE_CAR)
<type>Vehicle type classification (e.g., VEHICLE_TYPE_CAR)
<plateType>License plate style (e.g., VPT_FRONT_AND_BACK_PLATES)
<dashboardType>Interior dashboard configuration (e.g., VDT_ZTYPE)
<vehicleClass>Performance/class categorization (e.g., VC_SUPER)
<wheelType>Default wheel style (e.g., VWT_HIEND)

Animation & Audio References

PropertyPurpose
<expressionDictName>Animation dictionary for NPC facial expressions and reactions
<animConvRoofDictName>Convertible roof animation dictionary (null if not convertible)
<ptfxAssetName>Particle effects asset reference for special effects
<vfxInfoName>Visual effects configuration (e.g., VFXVEHICLEINFO_CAR_GENERIC)

Door & Interaction Configuration

PropertyPurpose
<driveableDoors>Which doors can be opened by players (List of door bone names)
<doorsWithCollisionWhenClosed>Doors that have collision physics even when closed (List of door names)
<extraIncludes>Extra model parts that load with vehicle (XML file references)

Weapon & Targeting

PropertyPurpose
<weaponForceMult>Damage multiplier from weapons (Float 1.0 = normal damage, e.g., 1.0)

Example Complete Entry

<Item>
<modelName>07gal</modelName>
<txdName>07gal</txdName>
<handlingId>07gal</handlingId>
<gameName>07gal</gameName>
<vehicleMakeName>2007 Ramborini Gillado</vehicleMakeName>
<audioNameHash>gallardov10</audioNameHash>
<layout>LAYOUT_LOW</layout>
<cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName>
<wheelScale value="0.273700" />
<swankness>SWANKNESS_5</swankness>
<maxNum value="4" />
<flags>FLAG_SPORTS FLAG_RICH_CAR FLAG_AVERAGE_CAR FLAG_NO_BROKEN_DOWN_SCENARIO FLAG_HAS_INTERIOR_EXTRAS</flags>
<type>VEHICLE_TYPE_CAR</type>
<vehicleClass>VC_SUPER</vehicleClass>
<!-- Additional elements... -->
</Item>

| 2 | SUV | Granger, Serrano | | 3 | Coupe | Exemplar, Cogcutier | | 4 | Muscle | Gauntlet, Blade | | 5 | Sports | Pfister, Cheetah | | 6 | Super | Ninetyeight, Adder | | 7 | Motorcycle | Bati, Hakuchou | | 8 | Off-road | Baller, Granger | | 9 | Industrial | Dump, Mixer | | 10 | Utility | Towtruck, Flatbed | | 11 | Van | Speedo, Gang | | 12 | Cycle | Tribike, Fixter | | 13 | Boat | Dinghy, Seashark | | 14 | Helicopter | Buzzard, Swift | | 15 | Plane | Mallard, Cuban | | 16 | Service | Ambulance, Firetruk | | 17 | Emergency | Police, FIB | | 18 | Military | Barrage, Tank | | 19 | Commercial | Bus, Docktug | | 20 | Train | Freight, Passenger |

Editing vehicles.meta

  1. Extract vehicles.meta from your resource
  2. Convert from binary to XML using CodeWalker
  3. Edit the XML file with your code editor
  4. Add your vehicle entries
  5. Convert back to binary format
  6. Test in-game

Best Practices

  • Keep vehicle names lowercase and unique
  • Match handlingId to your handling.meta entries
  • Use proper vehicle classes for sorting
  • Reference existing vehicles as templates
  • Test each new vehicle before adding more

Example: Adding a Custom Vehicle

<Item type="CVehicleModelInfo__InitDataList">
<modelName>mycustom</modelName>
<txdName>mycustom</txdName>
<handlingId>MYCUSTOM</handlingId>
<gameName>MYCUSTOM</gameName>
<vehicleType>AUTOMOBILE</vehicleType>
<plateType>0</plateType>
<internalName>My Custom Car</internalName>
<class>5</class>
<audioNameHash>engine_v8_sound</audioNameHash>
<layoutHash>VEHICLE_LAYOUT_STANDARD</layoutHash>
<seats>4</seats>
<estimatedMaxSpeed>200</estimatedMaxSpeed>
</Item>

Common Issues

  • Vehicle doesn't load - Check modelName matches actual model
  • Textures missing - Verify txdName matches texture file
  • Handling feels wrong - Check handlingId in handling.meta exists
  • Missing in spawner - Ensure vehicle is properly defined with gameName
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