Pick the ped
Choose a common model, or type the exact spawn name used by your resource. Set gender as a label for your own organization; it does not change the model in-game.
Choose a model, dial in every component, and copy a commented Lua config straight into your resource.
Component IDs use drawable, texture, and palette values.
Props use drawable and texture IDs. Use -1 to clear one.
Explore IDs, catch common mistakes, and move the config into a FiveM test resource.
Use the stepper to try nearby IDs. These are safe exploration values, not live GTA counts.
Warnings use practical limits until a live FiveM bridge reports exact values.
Use this guide when you are building your first config or wiring the output into an existing resource.
Choose a common model, or type the exact spawn name used by your resource. Set gender as a label for your own organization; it does not change the model in-game.
For each component, enter a drawable (the mesh), texture (the variation), and palette (usually 0). For props, use drawable -1 when you want the game to clear that prop.
Use a starter loadout for a quick baseline, then save your own named preset. Drafts save automatically in this app; presets are available the next time you open it.
Copy the generated code into a client script, or download the .lua file. The returned PedOutfit table stores the values and ApplyPedOutfit applies them to an existing ped.
local outfit = PedOutfit
ApplyPedOutfit(PlayerPedId(), outfit)
Use the variation browser for nearby values, read the config check before copying, and export JSON when you need a handoff. For exact model counts and an in-game test, download the FiveM kit and run the page as NUI.
The browser editor cannot inspect GTA V assets by itself. Pair it with a small FiveM resource that runs in-game, calls the clothing natives, and sends the results to a NUI panel.
This builder generates the portable config today; the live bridge must run inside FiveM and should be treated as a separate resource.