Build, inspect, and optimize GTA V assets in a single cinematic workspace.

Move from archive inspection to conversion and optimization without switching tools. Designed for fast starts and deep technical sessions.

Flagship workflows

Outcome-oriented entry points.

Video showcase

Short, focused clips for the most relevant workflows.

Tool Catalog

Everything stays discoverable with grouped, expandable sections.

Preview Formats

Decode and inspect core GTA V formats in-browser.

9 tools

Build & Convert

Create production-ready assets and helper definitions.

9 tools

Optimize

Improve runtime efficiency and package quality.

6 tools

Audio & Vehicle

Author gameplay-facing audio and emergency lighting.

6 tools

Archive Workflows

Open or assemble RPF archives directly from the browser.

2 tools

Toolkit highlights

Drawable to GLB API

Convert any drawable to GLB, preview it instantly

Run the official v-drawable-to-glb CLI or call the HTTP API directly with curl. Either way you get a clean GLB you can preview, edit, or ship.

Batch cloth API

Ship a whole cloth collection from one command

Point the CLI at a base .ydd + .ytd and a folder of skins, then add pack=single to ship one dlc.rpf whose drawable offers every colour as an in-game clothing-menu option. No Blender, no OpenIV.

  • One pack, in-game colour picker. pack=single ships one dlc.rpf whose drawable advertises every variant as a clothing-menu colour option (up to 26). The default, pack=separate, emits one dlc.rpf per variant.
  • Swap textures in bulk. Drop a PNG or JPG per colourway and it replaces the garment diffuse outright, so every in-game option is exactly the texture you designed.
  • DLC or FiveM, one flag. format=dlc builds a singleplayer dlc.rpf; format=fivem packs a ready stream/ resource with fxmanifest.lua and the shop meta wired up.
  • Full uniforms & outfits, via the API. Send a components array (top, legs, feet, accessories) and the build merges every slot into one pack, ideal for EUP-style police, EMS and fire uniform sets. The CLI builds single-component packs.
  • Game-correct, headless. Every build keeps the normal/spec maps, writes full mip chains, and pads UV gutters so seams never bleed; -lods optionally fills missing LODs. All on your existing gtax.dev key.
format
~ > gtav-cloth-pack-cli
$export GTAX_API_KEY="gtax_dglb_...e91"
$gtav-cloth-pack-cli ./my-jacket -pack single -format fivem
6 skins -> 1 FiveM resource
✔Built in 2.1s
✔my_jacket_packs.zip (1.9 MB)

Trust and price transparency

Know what is free, what costs tokens, and where processing happens.

01

Previews free forever

Read and preview workflows remain free for opening, inspecting, and exploring assets.

02

Clear token boundaries

Only selected generation/export actions use tokens, with pricing shown before spending.

03

Browser-local processing

Core preview flows run client-side with WebAssembly so your analysis stays local.

04

No install friction

Professional GTA V tooling directly in the browser with no desktop setup required.

05

Performance oriented

Fast interactions tuned for practical modding sessions and iteration loops.

06

Pricing before action

Token-cost actions are surfaced before you commit, so paid steps never feel hidden or surprising.

Latest updates

Recent changes and improvements.

June 1, 2026

Yearly billing, asset optimization, and cloth seam fixes

Platform

Subscriptions picked up yearly billing, clearer Pro plan benefits, and a smoother checkout with better error handling.

Customize Cloth gained UV gutter fill to clean up seam bleed along texture edges.

View all changes

Join the community

Ask questions, share work, and stay current on new features.

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