vehicles.meta
The declaration file for a vehicle: which model and textures to load, which handling to use, how it seats and films, where it spawns, and the flags that change its behaviour.
File structure
vehicles.meta declares one <Item> per vehicle inside <InitDatas>. It is the file the game reads to know a vehicle exists at all — if a model is missing here, nothing else you write will be loaded.
The second half of the file, <txdRelationships>, describes texture inheritance: which parent dictionary a vehicle texture dictionary falls back to. Most add-ons declare their own txd as a child of vehicles_.._txd or leave it standalone.
<CVehicleModelInfo__InitDataList>
<residentTxd>vehshare</residentTxd>
<InitDatas>
<Item>
<modelName>mycar</modelName>
<txdName>mycar</txdName>
<handlingId>MYCAR</handlingId>
<!-- … -->
</Item>
</InitDatas>
<txdRelationships>
<Item>
<parent>vehicles_sports_interior</parent>
<child>mycar</child>
</Item>
</txdRelationships>
</CVehicleModelInfo__InitDataList>Identity and assets
| Name | Type | Description | Typical |
|---|---|---|---|
| modelName | string | Spawn name and the name of the .yft file. Lowercase, no spaces, must be unique on the server. | — |
| txdName | string | Texture dictionary to load. Almost always identical to modelName. | — |
| handlingId | string | The handlingName to pull from handling.meta. Case-sensitive. | — |
| gameName | string | Internal label used to look up the display name in the GXT text files. | — |
| vehicleMakeName | string | Manufacturer label, shown before the model name in-game. Leave empty for no make. | — |
| audioNameHash | string | Engine and horn sound set to inherit. Empty means the game uses modelName, which only works if a matching audio set exists — point it at a stock vehicle instead. | — |
| layout | enum | Seating and entry/exit animation set. Decides how many seats there are and how peds get in. Must match the seat bones present in the model. | LAYOUT_STANDARD, LAYOUT_LOW, LAYOUT_VAN, LAYOUT_TRUCK |
| ptfxAssetName | string | Particle effect asset for exhaust smoke, damage and destruction effects. | weap_xs_vehicle_weapons or null |
| expressionDictName | string | Animation dictionary for procedural bone movement such as suspension travel. | null |
| expressionName | string | Specific expression inside that dictionary. | null |
| animConvRoofDictName | string | Animation dictionary for a convertible roof. Only used when the model has one. | — |
| animConvRoofName | string | Roof animation clip name. | — |
| animConvRoofWindowsAffected | string | Which windows drop when the roof folds. | — |
| vfxInfoName | enum | Visual effect profile — exhaust, tyre smoke and dirt behaviour. | VFXVEHICLEINFO_CAR_GENERIC |
| explosionInfo | enum | Explosion profile when the vehicle is destroyed. | EXPLOSION_INFO_DEFAULT |
| scenarioLayout | string | Scenario set used by ambient peds around the parked vehicle. Usually empty. | — |
| coverBoundOffsets | string | Named cover offset profile telling NPCs where they can take cover against the body. | — |
| NmBraceOverrideSet | string | Euphoria bracing set used by occupants before a crash. | — |
Cameras and first person
These fields decide where the player looks from. The offsets are the ones you will actually spend time on: they are what stops the first-person camera sitting inside the roof or behind the seat.
| Name | Type | Description | Typical |
|---|---|---|---|
| cameraName | enum | Third-person follow camera profile — distance and height behind the vehicle. | DEFAULT_FOLLOW_VEHICLE_CAMERA |
| aimCameraName | enum | Camera used while aiming a weapon from the vehicle. | DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA |
| bonnetCameraName | enum | Hood camera profile. Pick the variant matching the vehicle height. | VEHICLE_BONNET_CAMERA_STANDARD |
| povCameraName | enum | First-person driver camera profile. | DEFAULT_POV_CAMERA |
| PovCameraOffset | x y z, metres | Fine position of the first-person camera. Adjust Z to raise or lower the eye line, Y to move forward or back from the seat. | — |
| PovCameraVerticalAdjustmentForRollCage | float | Extra vertical shift used when a roll cage mod is fitted. | — |
| PovPassengerCameraOffset | x y z | Same offset for the front passenger. | — |
| PovRearPassengerCameraOffset | x y z | Same offset for rear seats. | — |
| FirstPersonDriveByIKOffset | x y z | Hand position when shooting out of the window in first person. | — |
| FirstPersonProjectileDriveByIKOffset | x y z | Same, for throwing grenades and similar. | — |
| FirstPersonDriveByUnarmedIKOffset | x y z | Arm position when leaning out unarmed. | — |
| FirstPersonMobilePhoneOffset | x y z | Where the phone sits in the driver’s hand in first person. | — |
| FirstPersonPassengerMobilePhoneOffset | x y z | Same for the passenger. | — |
| shouldUseCinematicViewMode | boolean | Whether the cinematic camera mode is offered for this vehicle. | true |
| shouldCameraTransitionOnClimbUpDown | boolean | Smooths the camera when climbing onto or off the vehicle. | — |
| shouldCameraIgnoreExiting | boolean | Keeps the camera still while the player exits. | — |
| cinematicPartCamera | list | Named cameras used by the cinematic mode to frame wheels and engine parts. | — |
Wheels, dirt and LOD
| Name | Type | Description | Typical |
|---|---|---|---|
| wheelScale | float | Front wheel size multiplier applied to aftermarket wheels. Too large and the wheels poke through the arches; too small and they float inside them. | 0.2–0.35 |
| wheelScaleRear | float | Same for the rear wheels. | 0.2–0.35 |
| dirtLevelMin | 0.0–1.0 | Lowest dirt level the vehicle can spawn with. | 0.0 |
| dirtLevelMax | 0.0–1.0 | Highest dirt level. Set both to 0.0 for a vehicle that always spawns clean. | 0.3–0.7 |
| envEffScaleMin / envEffScaleMax | float | Range of environmental weathering applied to the paint. | — |
| envEffScaleMin2 / envEffScaleMax2 | float | Second weathering channel, used by some shaders. | — |
| damageMapScale | float | Intensity of the visual damage texture blended over the body. | 0.3–0.6 |
| damageOffsetScale | float | How far the mesh physically deforms on impact. | 0.3–0.6 |
| diffuseTint | ARGB hex | Global tint applied over the diffuse textures. 0x00FFFFFF leaves the paint untouched. | — |
| steerWheelMult | float | Rotation multiplier for the steering wheel model — visual only. | 1.0 |
| HDTextureDist | metres | Distance at which the high-definition textures stop being used. | 5.0–15.0 |
| lodDistances | list of floats | Distances at which each LOD level swaps in, from highest detail to lowest. Shorter distances stream less geometry and cost less performance; too short and players see models visibly popping. | — |
| visibleSpawnDistScale | float | Scales how far away the vehicle can appear in traffic. | 1.0 |
| identicalModelSpawnDistance | metres | Minimum distance before the same model can spawn again nearby. | 20–80 |
| maxNumOfSameColor | integer | How many of this vehicle can share a colour on screen at once. | 1–10 |
| minSeatHeight | float | Lowest seat height, used to place occupants correctly. | — |
| defaultBodyHealth | float | Starting body health. 1000 is the standard value. | 1000 |
Classification and spawning
| Name | Type | Description | Typical |
|---|---|---|---|
| type | enum | Vehicle category the physics engine uses. Must match what the model actually is. | VEHICLE_TYPE_CAR |
| plateType | enum | Which number plates the model carries. | VPT_FRONT_AND_BACK_PLATES |
| dashboardType | enum | Dial set used for the first-person dashboard. | VDT_GENTAXI |
| vehicleClass | enum | Class shown in menus and used by races and dealership scripts. | VC_SPORT |
| wheelType | enum | Which aftermarket wheel category is offered in the mod shop. | VWT_SPORT |
| swankness | enum | Perceived wealth of the vehicle. Affects NPC reactions and where it spawns naturally. | SWANKNESS_3 |
| frequency | 0–100 | How often the vehicle appears in ambient traffic. 0 stops it spawning naturally. | 0 for add-ons |
| maxNum | integer | Maximum number allowed in the world at once. | 1–10 |
| AllowPretendOccupants | boolean | Lets the game draw fake occupants at distance instead of streaming real peds. | — |
| pretendOccupantsScale | float | Density of those fake occupants. | — |
| AllowJoyriding | boolean | Whether NPCs may steal and joyride it. | — |
| AllowSundayDriving | boolean | Whether it appears in relaxed ambient traffic. | — |
| AllowBodyColorMapping | boolean | Whether the secondary colour maps onto body panels. | — |
| rewards | list | Reward entries granted for owning or delivering the vehicle. | — |
| trackerPathWidth | float | Width used by the AI pathing system when the vehicle follows roads. | 2.0 |
| weaponForceMult | float | Multiplier on the physical push bullets apply to the vehicle. | 1.0 |
| Name | Description |
|---|---|
| VEHICLE_TYPE_CAR | Four-wheeled ground vehicle. The default for almost every add-on. |
| VEHICLE_TYPE_BIKE | Motorcycle, with lean physics. |
| VEHICLE_TYPE_BICYCLE | Pedal-powered, uses stamina. |
| VEHICLE_TYPE_QUADBIKE | Quad — car physics with bike animations. |
| VEHICLE_TYPE_BOAT | Water vehicle with buoyancy and propeller physics. |
| VEHICLE_TYPE_HELI | Helicopter, requires CFlyingHandlingData. |
| VEHICLE_TYPE_PLANE | Fixed-wing aircraft. |
| VEHICLE_TYPE_SUBMARINE | Fully submersible vehicle. |
| VEHICLE_TYPE_SUBMARINECAR | Amphibious car that submerges. |
| VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE | Car that floats and drives on water. |
| VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE | Amphibious quad. |
| VEHICLE_TYPE_TRAILER | Towed unit with no engine. |
| VEHICLE_TYPE_TRAIN | Rail vehicle, follows track nodes. |
| Name | Description |
|---|---|
| VC_COMPACT | Small city cars. |
| VC_SEDAN | Saloons. |
| VC_SUV | Sport utility vehicles. |
| VC_COUPE | Two-door coupés. |
| VC_MUSCLE | American muscle. |
| VC_SPORT_CLASSIC | Classic sports cars. |
| VC_SPORT | Modern sports cars. |
| VC_SUPER | Supercars and hypercars. |
| VC_MOTORCYCLE | Motorcycles. |
| VC_OFF_ROAD | Off-roaders and buggies. |
| VC_INDUSTRIAL | Heavy industrial vehicles. |
| VC_UTILITY | Work and utility vehicles. |
| VC_VAN | Vans. |
| VC_CYCLE | Bicycles. |
| VC_BOAT | Boats. |
| VC_HELICOPTER | Helicopters. |
| VC_PLANE | Planes. |
| VC_SERVICE | Buses and service vehicles. |
| VC_EMERGENCY | Police, fire and ambulance. |
| VC_MILITARY | Military vehicles. |
| VC_COMMERCIAL | Trucks and haulage. |
| VC_TRAIN | Rail. |
| VC_OPEN_WHEEL | Formula-style open wheelers. |
| Name | Description |
|---|---|
| VPT_FRONT_AND_BACK_PLATES | Plates at both ends. |
| VPT_FRONT_PLATES | Front plate only. |
| VPT_BACK_PLATES | Rear plate only. |
| VPT_NONE | No plates at all. |
| Name | Description |
|---|---|
| VWT_SPORT | Sport wheels. |
| VWT_MUSCLE | Muscle wheels. |
| VWT_LOWRIDER | Lowrider wheels. |
| VWT_SUV | SUV wheels. |
| VWT_OFFROAD | Off-road wheels. |
| VWT_TUNER | Tuner wheels. |
| VWT_BIKE | Motorcycle wheels. |
| VWT_HIEND | High-end wheels. |
| VWT_SUPERMOD1 … VWT_SUPERMOD4 | Benny’s and DLC wheel sets. |
Doors, extras and trailers
| Name | Type | Description |
|---|---|---|
| doorsWithCollisionWhenClosed | list | Doors that keep collision while shut. Needed for large doors so players cannot walk through them. |
| driveableDoors | list | Doors the vehicle can still be driven with while open. |
| bumpersNeedToCollideWithMap | boolean | Forces bumper collision against world geometry. Costs performance — enable only if needed. |
| needsRopeTexture | boolean | Loads the rope texture for tow trucks and cranes. |
| requiredExtras | list | Extras that must always be enabled when the vehicle spawns. |
| extraIncludes | list | Extras that must appear together. Enabling one forces the others on. |
| trailers | list | Model names of trailers this vehicle can tow. |
| additionalTrailers | list | Secondary trailers, for double or triple rigs. |
| drivers | list | Ped models that spawn as the default driver in ambient traffic. |
| buoyancySphereOffset | x y z | Offset of the buoyancy sphere, used when the vehicle touches water. |
| buoyancySphereSizeScale | float | Size of that sphere. Larger values float the vehicle higher. |
| pOverrideRagdollThreshold | block | Overrides the impact force needed to ragdoll the occupants. |
| firstPersonDrivebyData | list | Named drive-by data sets, one per seat. Must match the seat count implied by the layout, or drive-by animations break. |
The flags field
The <flags> element takes a space-separated list of FLAG_ constants. There are well over a hundred; the ones below are the ones that come up constantly when shipping an add-on. Unknown flags are ignored silently, so a typo simply does nothing.
| Name | Description |
|---|---|
| FLAG_SPORTS | Marks the vehicle as sporty. Affects AI driving and some radio behaviour. |
| FLAG_HAS_LIVERY | Required for liveries to appear in the mod shop. |
| FLAG_HAS_INTERIOR_EXTRAS | The model has extras inside the cabin. |
| FLAG_EXTRAS_STRONG | Extras do not break off on impact. |
| FLAG_EXTRAS_ALL | All extras spawn enabled by default. |
| FLAG_EXTRAS_REQUIRE | Extras follow the requiredExtras list. |
| FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED | Extras survive until the vehicle is destroyed. |
| FLAG_NO_BOOT | The vehicle has no opening boot. |
| FLAG_DONT_CLOSE_DOOR_UPON_EXIT | Doors stay open when the driver leaves. |
| FLAG_IS_ELECTRIC | Electric drivetrain — no engine sound, no fuel. |
| FLAG_IS_OFFROAD_VEHICLE | Improves AI handling off-road. |
| FLAG_IS_BULKY | Treated as a large vehicle by traffic and pathing. |
| FLAG_BIG | Uses large-vehicle pathing rules. |
| FLAG_AVERAGE_CAR | Standard AI driving profile. |
| FLAG_POOR_CAR | Low-value vehicle, spawns in poorer areas. |
| FLAG_RICH_CAR | High-value vehicle, spawns in wealthy areas. |
| FLAG_PEDS_CAN_STAND_ON_TOP | Peds can walk on the roof. |
| FLAG_CAN_BE_DRIVEN_ON | Other vehicles can drive over it — flatbeds and ramps. |
| FLAG_HAS_BULLETPROOF_GLASS | Windows resist gunfire. |
| FLAG_NO_BROKEN_DOWN_SCENARIO | Never spawns as a broken-down roadside vehicle. |
| FLAG_HAS_NO_ROOF | Open-top vehicle — changes rain and camera behaviour. |
| FLAG_CANNOT_BE_MODDED | Blocks the vehicle from entering the mod shop. |
| FLAG_HAS_TURRET_SEAT_ON_VEHICLE | The vehicle carries a turret seat. |
| FLAG_USE_HIGHER_DOOR_TORQUE | Heavier doors, for large or armoured vehicles. |
| FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS | Light coronas follow the headlight bones exactly. |
| FLAG_HAS_REAR_MOUNTED_ENGINE | Engine damage and fire come from the rear. |
| FLAG_DONT_TIMESLICE_WHEELS | Updates wheel physics every frame. Smoother, more expensive. |
| FLAG_USE_FAT_INTERIOR_LIGHT | Wider interior light cone. |
| FLAG_INCREASE_PED_COMFORT_IN_VEHICLE | Reduces occupant ragdoll reactions. |
| FLAG_RECESSED_HEADLIGHT_CORONAS | Pulls the headlight coronas back into the body. |
| FLAG_RECESSED_TAILLIGHT_CORONAS | Same for the rear lights. |
| FLAG_SPAWN_ON_TRAILER | Can spawn already loaded on a trailer. |
| FLAG_LAW_ENFORCEMENT | Treated as a police vehicle by the AI and wanted system. |
| FLAG_EMERGENCY_SERVICE | Treated as an emergency vehicle. |
| FLAG_ALLOWS_RAPPEL | Peds can rappel from it — helicopters. |
| FLAG_DONT_SPAWN_IN_CARGEN | Never spawns from static car generators. |
