Custom vehicles are one of the most visible ways to make your FiveM server unique. But poor implementation tanks performance. Here's how to do it right.
Vehicle Types
Add-On Vehicles
New vehicles added alongside existing GTA V cars. Players can spawn them with custom model names. This is the standard approach.
Replace Vehicles
Replace existing GTA V vehicles with custom models. Players see the new model wherever the original would spawn. Risky - breaks if the replacement model has different properties.
File Structure
A typical add-on vehicle resource:
my_custom_car/
fxmanifest.lua
stream/
my_car.yft (vehicle model)
my_car_hi.yft (high detail model)
my_car.ytd (textures)
data/
vehicles.meta
carvariations.meta
handling.meta
carcols.meta
fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
files {
'data/vehicles.meta',
'data/carvariations.meta',
'data/handling.meta',
'data/carcols.meta'
}
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
data_file 'CARCOLS_FILE' 'data/carcols.meta'
data_file 'VEHICLE_VARIATION_FILE' 'data/carvariations.meta'
Installation Steps
- Download the vehicle from a trusted source
- Check file structure - ensure all required files are present
- Upload to your resources folder
- Add to server.cfg:
ensure my_custom_car - Restart the server
- Test in-game: Spawn with
/car modelname
Performance Impact
Each custom vehicle adds to your server's streaming budget. Impacts include:
Texture Memory
Each .ytd file contains vehicle textures. A single vehicle typically uses 8-32MB of VRAM. With 50 custom vehicles loaded, that's 400MB-1.6GB of VRAM.
Model Complexity
Custom vehicle models range from 50,000 to 500,000 polygons. GTA V's default vehicles average 70,000-100,000 polygons. High-poly custom cars reduce client FPS.
Streaming
More vehicles in the stream folder means more data the client needs to download and keep ready. Large vehicle packs (100+ cars) can cause client crashes on systems with limited RAM.
Best Practices
Quality Over Quantity
50 well-optimized custom vehicles outperform 200 poorly converted ones. When selecting vehicles:
- Check polygon count (prefer under 150,000)
- Verify texture resolution (4096x4096 is overkill for a car - 2048x2048 is plenty)
- Test each vehicle for visual glitches before adding to production
Organize by Category
[vehicles]
ensure vehicle_police_pack
ensure vehicle_emergency
ensure vehicle_civilian_sedan
ensure vehicle_civilian_suv
ensure vehicle_civilian_sports
Handling Tuning
Custom vehicles often have unrealistic handling. Adjust handling.meta:
- fInitialDriveForce: Acceleration (default cars: 0.2-0.4, customs often set to 1.0+)
- fBrakeForce: Braking strength
- nInitialDriveGears: Gear count
- fSteeringLock: Turning radius
Deduplication
Vehicle packs from different sources may include the same base vehicle with different names, wasting resources. Check model names and remove duplicates.
Server-Side Vehicle Spawning
Control vehicle spawning server-side to prevent unauthorized vehicles:
RegisterCommand("car", function(source, args)
local player = source
local model = args[1]
-- Whitelist check
if not IsModelAllowed(model) then
TriggerClientEvent("notify", player, "Vehicle not available")
return
end
TriggerClientEvent("spawnVehicle", player, model)
end)
With proper hosting on Space-Node, the NVMe SSD handles vehicle streaming efficiently, and the high RAM allocations prevent memory-related crashes during heavy vehicle usage.
