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FiveM Tools / Meta Forge

Meta Forge free FiveM meta generator

Make or edit every meta a FiveM asset needs: vehicles, handling, carvariations, carcols and layouts; add-on clothing and weapon metas.

All free tools Free · runs in your browser
Beta

This tool is in beta, so you may hit bugs or rough edges. If something breaks or looks wrong, please report it in the GXD Discord with what you did and a screenshot. Every report helps us fix it faster.

Meta Forge · Vehicles
Create new metas, or load a resource to edit from its current values — pick its folder, drop it here, or pick the .meta files.
Core generator: vehicles.meta + handling.meta + carvariations.meta + fxmanifest.lua
FRESH RESOURCE MODE
vehicles.meta — Identity & references
Create vehicles.meta on its own. Model, handling link, names, layout and audio remain fully editable.
Layout
Known/common + layouts detected in the loaded resource. Type any custom layout name too.
Audio Profile Library
Built-in donor profiles — pick a GTA folder for the full list.
295 fallback/workspace profiles · link GTA V for the real stock catalogue
Convertible roof animation
Set the roof animation dictionary and clip, or leave either field blank / null to export the GTA null value.
Texture dictionary relationships
These links appear at the bottom of vehicles.meta. A child inherits the parent's textures; add more rows for additional dictionaries.
Example: parent vehicles_fmj_interior → child reyden. Empty child fields follow the vehicle's TXD name.
1
vehicles.meta — Behaviour, loading & presentation
Vehicle enums, wheel scale, VFX and all six LOD switch distances.
Vehicle class
Pick a known class or type a custom value.
Wheel type
Known wheel categories remain editable.
Vehicle type
Known vehicle types + detected values; custom text is allowed.
Plate type
Known plate enums + custom values.
Dashboard type
Known dashboard enums are suggestions; custom values are preserved.
VFX info
Known/common VFX profiles + values detected in the resource. Custom values remain allowed.
LOD distances — 6 levels
Vehicle flags
Search and multi-select vehicle flags. GXD writes only these into vehicles.meta.
1 selected
Builder scope
Each meta has its own builder.
This page outputs vehicles.meta only.
Carcols and layouts have their own full builder tabs.
Starter values are editable. Test the final vehicle in game.
vehicles.meta output
Export this meta by itself to any folder you choose.
vehicles.meta
0/0
<?xml version="1.0" encoding="UTF-8"?>
<CVehicleModelInfo__InitDataList>
  <residentTxd>vehshare</residentTxd>
  <residentAnims />
  <InitDatas>
    <Item>
      <modelName>gxdvehicle</modelName>
      <txdName>gxdvehicle</txdName>
      <handlingId>GXDVEHICLE</handlingId>
      <gameName>GXD_VEHICLE</gameName>
      <vehicleMakeName>GXD</vehicleMakeName>
      <expressionDictName>null</expressionDictName>
      <expressionName>null</expressionName>
      <animConvRoofDictName>null</animConvRoofDictName>
      <animConvRoofName>null</animConvRoofName>
      <animConvRoofWindowsAffected />
      <ptfxAssetName>NULL</ptfxAssetName>
      <audioNameHash />
      <layout>LAYOUT_STANDARD</layout>
      <coverBoundOffsets>STANDARD_COVER_OFFSET_INFO</coverBoundOffsets>
      <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo>
      <scenarioLayout />
      <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName>
      <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName>
      <bonnetCameraName>VEHICLE_BONNET_CAMERA_STANDARD_LONG</bonnetCameraName>
      <povCameraName>DEFAULT_POV_CAMERA</povCameraName>
      <FirstPersonDriveByIKOffset x="0.000000" y="-0.050000" z="-0.050000" />
      <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonProjectileDriveByIKOffset x="0.000000" y="-0.050000" z="-0.050000" />
      <FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="-0.050000" z="-0.050000" />
      <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
      <FirstPersonMobilePhoneOffset x="0.145000" y="0.228000" z="0.445000" />
      <FirstPersonPassengerMobilePhoneOffset x="0.136000" y="0.223000" z="0.415000" />
      <PovCameraOffset x="0.000000" y="-0.150000" z="0.650000" />
      <PovCameraVerticalAdjustmentForRollCage value="0.000000" />
      <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
      <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName>
      <shouldUseCinematicViewMode value="true" />
      <shouldCameraTransitionOnClimbUpDown value="false" />
      <shouldCameraIgnoreExiting value="false" />
      <AllowPretendOccupants value="true" />
      <AllowJoyriding value="true" />
      <AllowSundayDriving value="true" />
      <AllowBodyColorMapping value="true" />
      <wheelScale value="0.300000" />
      <wheelScaleRear value="0.300000" />
      <dirtLevelMin value="0.000000" />
      <dirtLevelMax value="1.000000" />
      <envEffScaleMin value="0.000000" />
      <envEffScaleMax value="1.000000" />
      <envEffScaleMin2 value="0.000000" />
      <envEffScaleMax2 value="1.000000" />
      <damageMapScale value="1.000000" />
      <damageOffsetScale value="1.000000" />
      <diffuseTint value="0x00FFFFFF" />
      <steerWheelMult value="1.000000" />
      <HDTextureDist value="5.000000" />
      <lodDistances content="float_array">
        15.0 30.0 60.0 120.0 500.0 500.0
      </lodDistances>
      <minSeatHeight value="0.2" />
      <identicalModelSpawnDistance value="20" />
      <maxNumOfSameColor value="10" />
      <defaultBodyHealth value="1000.000000" />
      <pretendOccupantsScale value="1.000000" />
      <visibleSpawnDistScale value="1.000000" />
      <trackerPathWidth value="2.000000" />
      <weaponForceMult value="1.000000" />
      <frequency value="100" />
      <swankness>SWANKNESS_1</swankness>
      <maxNum value="999" />
      <flags>FLAG_AVERAGE_CAR</flags>
      <type>VEHICLE_TYPE_CAR</type>
      <plateType>VPT_FRONT_AND_BACK_PLATES</plateType>
      <dashboardType>VDT_RACE</dashboardType>
      <vehicleClass>VC_SPORT</vehicleClass>
      <wheelType>VWT_SPORT</wheelType>
      <trailers />
      <additionalTrailers />
      <drivers />
      <extraIncludes />
      <doorsWithCollisionWhenClosed />
      <driveableDoors />
      <bumpersNeedToCollideWithMap value="false" />
      <needsRopeTexture value="false" />
      <requiredExtras />
      <rewards />
      <cinematicPartCamera />
      <NmBraceOverrideSet>NULL</NmBraceOverrideSet>
      <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" />
      <buoyancySphereSizeScale value="1.000000" />
      <pOverrideRagdollThreshold type="NULL" />
      <firstPersonDrivebyData>
        <Item>STD_FRONT_LEFT</Item>
        <Item>STD_FRONT_RIGHT</Item>
      </firstPersonDrivebyData>
    </Item>
  </InitDatas>
  <txdRelationships>
    <Item>
      <parent>vehshare</parent>
      <child>gxdvehicle</child>
    </Item>
  </txdRelationships>
</CVehicleModelInfo__InitDataList>
No resource openMeta Forge
Questions

Questions about Meta Forge

What this free tool does, what it makes and how the files go into FiveM.

Fill in the form and Meta Forge writes the vehicles.meta for the car, plus handling.meta, carvariations.meta, carcols.meta and vehiclelayouts.meta when it needs them. To start from what you have, import a resource folder, its meta folder, loose .meta files or a ZIP. Download the files and add them to your resource.

Each meta is mounted with its own line in fxmanifest.lua: VEHICLE_METADATA_FILE for vehicles.meta, HANDLING_FILE for handling.meta, VEHICLE_VARIATION_FILE for carvariations.meta, CARCOLS_FILE for carcols.meta and VEHICLE_LAYOUTS_FILE for layouts. The metas must also be listed in files { }, and the models and textures go in the stream folder.

Yes. Besides vehicles it has tabs for add-on clothing packs and weapons. One import bar reads a whole resource, works out which metas are vehicle, weapon or clothing ones and fills every tab they belong to, switching to the right tab when a resource has only one kind.

Everything runs in your browser. Files you open stay on your computer; exports are downloads. Workspace, Conflict Check and GTA Library need direct disk access and aren't available on the web.