The Complete GTA 5 & FiveM Developer Guide Vehicles.Meta

The Complete GTA 5 & FiveM Developer Guide Vehicles.Meta

Full vehicles.meta reference for FiveM: model and handling bindings, vehicle types, critical flags, wheel scale, LOD distances and spawn failures.

vehicles.meta: GTA 5 & FiveM Archetype Properties, Vehicle Flags, and Streaming Architecture

vehicles.meta is where a car becomes a car. Without an entry here, the engine never mounts your .yft, never allocates collision, and the spawn code returns nothing.

It is also the hub. handling.meta, carvariations.meta, vehiclelayouts.meta and vehicle_names.lua all resolve through bindings declared in this file — modelName, handlingId, layout, gameName. Break one of those strings and the failure surfaces somewhere else entirely.

This guide covers those bindings, the vehicle types and what each one changes at runtime, the flags worth knowing, wheel scale and LOD distances, and the spawn failures they cause when set wrong.

1. The Foundation of Vehicle Streaming: What is vehicles.meta?

In the Rockstar Advanced Game Engine (RAGE) and FiveM, vehicles.meta serves as the primary root manifest and archetype registry for every drivable entity. While handling.meta dictates physics, carcols.meta catalogs modifications and sirens, and carvariations.meta handles spawn variants, vehicles.meta is the core identity file that registers the 3D model into the engine's memory space.

Without an entry in vehicles.meta, the RAGE engine cannot mount .yft and .ytd streaming files, allocate collision bounds, assign wheel scale geometry, manage LOD (Level of Detail) rendering distances, or resolve engine sound hashes.

2. Core XML Architecture (<CVehicleModelInfo__InitDataList>)

The root XML wrapper is <CVehicleModelInfo__InitDataList>, which contains an <InitDatas> array where each vehicle is defined inside an <Item> block:

<CVehicleModelInfo__InitDataList> <residentTxd>vehshare</residentTxd> <residentAnims/> <InitDatas> <Item> <modelName>tt_pursuit_gt</modelName> <txdName>tt_pursuit_gt</txdName> <handlingId>tt_pursuit_gt</handlingId> <gameName>TT_PURSUIT_GT</gameName> <vehicleMakeName>TTMODZ</vehicleMakeName> <expressionName/> <expressionDictionaryName/> <animConvRoofDictName/> <animConvRoofName/> <animConvRoofWindowsAffected/> <ptfxAssetName/> <layout>LAYOUT_LOW_SUPER</layout> <coverBoundOffsets>COVERBOUND_SUPER_OFFSETS</coverBoundOffsets> <structureFlags> <Item>FLAG_STRUCTURE_CAR</Item> </structureFlags> <flags> FLAG_SPORTS FLAG_CAN_HAVE_NEONS FLAG_HAS_LIVERY FLAG_AVERAGE_CAR </flags> <type>VEHICLE_TYPE_AUTOMOBILE</type> <audioHash>vacca</audioHash> <dirtExportID value="0"/> <firstColor value="0"/> <secondColor value="0"/> <colorThreshold value="0.000000"/> <diffuseTint value="0x00FFFFFF"/> <suspensionBoundsOffset x="0.000000" y="0.000000" z="0.000000"/> <wheelScale value="0.335000"/> <wheelScaleRear value="0.335000"/> <wheelWidth value="0.250000"/> <wheelWidthRear value="0.320000"/> <diffuseTint value="0x00FFFFFF"/> <popGroup>POPGROUP_SPORTS</popGroup> <rewards/> <cinematicCamName>DEFAULT_SCRIPTED_CINEMATIC_CAM</cinematicCamName> <CameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</CameraName> <InheritableLodDistance value="500.000000"/> <lodDistances content="float_array"> 15.000000 30.000000 60.000000 120.000000 500.000000 500.000000 </lodDistances> </Item> </InitDatas> </CVehicleModelInfo__InitDataList>

3. Parameter & Property Breakdown

A. Model Identification & Core References

  • modelName: The internal model hash and spawn code. Must match the exact filename of the .yft files (e.g., tt_pursuit_gt.yft).
  • txdName: The primary texture dictionary reference matching the base .ytd file name.
  • handlingId: Maps directly to the <handlingName> string inside handling.meta.
  • gameName: The internal GXT entry key resolved by AddTextEntry in vehicle_names.lua for UI notifications and garage names.
  • vehicleMakeName: The vehicle brand or manufacturer label (e.g., TTMODZ, PEGASSI, VAPID) mapped via text natives.
  • audioHash: Audio bank identifier dictating engine revs, exhaust pops, transmission whines, and door open/close acoustic sound effects (e.g., vacca, adder, sultanrs).

B. Vehicle Types and Classification (<type>)

The <type> tag determines which internal engine subroutines and physics controllers manage the entity:

Type Identifier Vehicle Category Runtime Engine Subroutine
VEHICLE_TYPE_AUTOMOBILECars, Trucks, SUVsStandard 4-wheel automotive physics with steering kinematics.
VEHICLE_TYPE_BIKEMotorcycles2-wheel leaning physics with rider balance constraints.
VEHICLE_TYPE_BICYCLEBicyclesPedal physics with human kinetic motion controllers.
VEHICLE_TYPE_BOATBoats, Jet SkisHydrodynamic water displacement and buoyancy solvers.
VEHICLE_TYPE_HELIHelicoptersRotor aerodynamics, downwash, and collective pitch.
VEHICLE_TYPE_PLANEAirplanes, Fighter JetsFixed-wing lift equations, stall mechanics, and rudder controls.
VEHICLE_TYPE_TRAINTrains, TramsSpline-locked track movement controllers.
VEHICLE_TYPE_TRAILERTrailersArticulated hitch joint and towing physics.

C. Critical Vehicle Flags (<flags>)

Flags configure runtime attributes and hardware capabilities. Common and high-impact flags include:

  • FLAG_SPORTS / FLAG_SUPER: Categorizes vehicle class for AI routing and native evaluations.
  • FLAG_HAS_LIVERY: Enables native multi-livery texture swapping from the .ytd.
  • FLAG_CAN_HAVE_NEONS: Enables underglow neon light compatibility.
  • FLAG_EMERGENCY_SERVICE: Required for police, ambulance, and fire models to unlock siren lighting and emergency AI responses.
  • FLAG_EXTRAS_REQUIRE: Automatically forces extras to spawn based on carvariations configuration.
  • FLAG_CAN_NAVIGATE_WATER: Used on amphibious vehicles to prevent water-induced engine stall.
  • FLAG_NO_BOOT / FLAG_NO_DOORS: Disables trunk or door interactions for open-cockpit or utility vehicles.

D. Dimensional Geometry: Wheel Scale & LOD Distances

  • wheelScale / wheelScaleRear: The bounding radius multiplier for front and rear wheels. Setting accurate values ensures custom aftermarket wheels from Los Santos Customs match the original tire diameter perfectly.
  • wheelWidth / wheelWidthRear: Determines physical tire contact track width and wheel lip offset.
  • lodDistances: Six sequential threshold distances (in game meters) governing Level of Detail model mesh switching (LOD0 high-poly mesh down to LOD4 low-poly distant proxies).

4. Metadata Dependency & Linking Matrix

vehicles.meta Tag Associated File Linked XML Tag Functional Purpose
<modelName> carvariations.meta <modelName> Binds spawn color indices and variation data to this archetype.
<handlingId> handling.meta <handlingName> Assigns physics dynamics, drivetrain, and suspension data.
<layout> vehiclelayouts.meta <Name> Assigns ped seating positions, IK bones, and door animations.
<gameName> vehicle_names.lua AddTextEntry('KEY', 'Name') Provides localized UI vehicle display text.

5. Resource Manifest Setup (fxmanifest.lua)

To mount vehicles.meta inside a FiveM resource stream folder, configure your fxmanifest.lua as follows:

fx_version 'cerulean' game 'gta5' files { 'carcols.meta', 'carvariations.meta', 'handling.meta', 'vehicles.meta', 'vehiclelayouts.meta' } data_file 'CARCOLS_FILE' 'carcols.meta' data_file 'VEHICLE_VARIATION_FILE' 'carvariations.meta' data_file 'HANDLING_FILE' 'handling.meta' data_file 'VEHICLE_METADATA_FILE' 'vehicles.meta' data_file 'VEHICLE_LAYOUTS_FILE' 'vehiclelayouts.meta' client_script 'vehicle_names.lua'

6. Troubleshooting & Common Configuration Issues

  • Vehicle Spawns Invisible or Disappears at Distance: The lodDistances values are misconfigured or .yft models lack proper LOD hierarchy. Set baseline lodDistances: 15.0 / 30.0 / 60.0 / 120.0 / 500.0 / 500.0.
  • Aftermarket Tuning Wheels Clip or Shrink: The wheelScale parameter is improperly scaled. Re-measure your 3D tire mesh radius in Blender or ZModeler and update wheelScale.
  • No Engine Sound: The <audioHash> is invalid, misspelled, or left empty. Use standard base game sound hashes such as tailgater, sultan, or elegy2.
  • Sirens Don't Activate on Emergency Cars: Missing FLAG_EMERGENCY_SERVICE inside the <flags> block will prevent emergency lighting scripts and native siren toggles from functioning.

SUPPORT & COMMUNITY CONTACT


Find more custom FiveM cars, peds, clothing packs, and maps at TTModz.

Add taxis and medical response with the FiveM city fleet pack, or browse all lore-friendly FiveM cars.


Discord 
FiveM Porsche Cayman 2013 in gold from the rear three-quarter, swan-neck wing raised, parked by shopfrontsSilver BMW X5 2020 pit SUV with a push bar and two-tone rims, front three-quarter in a FiveM lotPurple Lamborghini Urus 2023 pit car with a black push bar, front three-quarter in a FiveM parking lotRange Rover Autobiography 2018 in cream from the rear three-quarter with black wheels beside a FiveM sidewalkHummer EV 2024 in white seen from the rear three-quarter with black wheels at a FiveM street cornerCoral orange BMW i8 Custom Edition FiveM GTA5 widebody, front three-quarter on a street with yellow markingsGrey Nissan GT-R R35 2021 FiveM GTA5 pit car with headlights on and a front push bar in a parking lotBugatti Chiron 2016 from the rear three-quarter for GTA5 and FiveM, full-width red light bar under a large wingNissan Skyline R34 2002 from the rear three-quarter for GTA5 and FiveM, carbon trunk and a swan-neck wingTeal Vapid Dominator Black GT 24 with a swan-neck wing, sweeping past harbour cranes on the FiveM pack coverGunmetal grey widebody Sentinel TTS parked front three-quarter in a lot, cover art for the FiveM Ubermacht coupeBMW S1000RR 2021 rear three-quarter in FiveM, white tail and an underslung exhaust against a building wallDMCA.com Protection Status
DMCA.com Protection Status