
This is the easiest way to stream clothing on your server:
1. Click on the table that suits better your needs. This is a GTAV clothing list.
2. Choose the row you want to replace. It must has a similar number of variations as your files or more, otherwise some variations will not be seen in game.
Columns:
#: Number in game
VAR: Number of variations
Category meanings:
BERD: Masks
HAIR: Hair
UPPR: Upper Body/Hands
LOWR: Lower Body/Jeans
HAND: Bags & Parachutes
FEET: Shoes
TEEF: Scarfs & Chains
ACCS: Shirt & Accessory
TASK: Body Armor & Accessory
DECL: Badges & Logos
JBIB: Shirt Overlay & Jackets
3. Rename your files in your documents as the table.
We are using this example:
The name below BERD: 147 will be the first part of the name and the numbers below BERD will be the last part of the name file.
All the files be renamed like this:
mp_f_freemode_01^teef_002_u.ydd <---- Always add "_u" at the end
mp_f_freemode_01^teef_diff_002_a_uni.ytd <----- Always add "(letter)_uni" at the end of the names
mp_f_freemode_01^teef_diff_002_b_uni.ytd
mp_f_freemode_01^teef_diff_002_c_uni.ytd
mp_f_freemode_01^teef_diff_002_d_uni.ytd
Rename the .ytds by alphabet from a to z, you can have max. 26 textures per clothing.
4. Drag and drop on your clothing stream folder and restart your server. You are done!
As the column # says. it will be the item number 2 in masks category inside your server.
Exceptions
1. For reactive skin clothing files (Clothes that has skin), need to be renamed with _r at the end of the .ydd file and with _whi at the end of the .ytd file.
mp_f_freemode_01^feet_000_r.ydd <---- Add "_r" at the end
mp_f_freemode_01^teef_diff_000_a_whi.ytd <----- Add "(letter)_whi" at the end of the names
2. For heels always replace for another heels in game. You can take a look in this website which ones are heels in game (Credits to Tobii).
Unmark everything and mark Female and FEET boxes.
3. For props like P_HEAD, P_EYES, P_LWRIST, P_RWRIST, etc. you must rename like this:
mp_f_freemode_01_p^p_head_000.ydd <---- Add "_p" at the end of "mp_f_freemode_01", and place "p_" right after the "^" symbol.
mp_f_freemode_01_p^p_head_diff_000_a.ytd <----- Same rule applies: add "_p" at the end of "mp_f_freemode_01", and place "p_" next to the "^" symbol.