The most forgiving canvas: a logo in any colour reads on it.
6144 × 9216 px · 78 files · without postal codesA FiveM minimap maker that runs in your browser
Every other way of making a FiveM minimap starts with a texture pipeline: open the .ytd in OpenIV or CodeWalker, export six tiles to DDS, edit them in Photoshop at a resolution your monitor cannot show you, re-import, hope the mipmaps survived, restart the server, look at the radar, start again. This tool replaces all of it with a page. You pick a map, you drag your logo onto it, and what you download is a finished resource with the manifest already written.
What we would run on this kind of server
Three concrete recommendations rather than a shrug — with the reason attached.
Warm accent with the postal grid already in the texture.
6144 × 9216 px · 78 files · with postal codesA real street map for servers that want the city to look plausible.
6144 × 9216 px · 78 files · google styleWhat the editor actually does
It renders the real minimap at its real size and lets you put things on it. Not a mock-up, not a preview at a quarter scale — the same 6144x9216 texture set that ends up in your stream folder, drawn in the browser so that the thing you are looking at while you drag is the thing that ships.
Everything you place is a layer you can move, scale, rotate and delete until you are happy. Nothing is baked until you buy, and the design stays in your dashboard afterwards, so a rebrand six months from now is an edit rather than a fresh start.
- Drop a PNG logo anywhere on the map, at any size
- Curve your server name along the coastline or set it flat
- Paint or dim zones to mark gang turf, safe zones or a red zone
- Erase detail you do not want players to see
- Watermark a corner so leaked screenshots still carry your name
Why a generator beats editing the .ytd by hand
A minimap is not one image. It is a grid of texture tiles, a separate sea texture, a low-detail LOD texture used while the rest streams in, a .ydd that maps the tiles onto geometry and a .ymt that tells the game which zoom level shows what. Edit one tile in isolation and the seams show; rebuild the set by hand and you will spend an evening on alignment before you have drawn anything.
The generator writes all of it, every time, from one source render. Tiles line up because they were cut from the same image; the LOD texture matches because it was resampled from the same pixels; the manifest lists the files that are actually there.
From idea to running on your server
Sign in with Discord, open the maker, choose a base map and a palette, place your artwork, and pay. The download is a normal FiveM resource folder: drop it into your resources directory, add one ensure line to server.cfg, restart. There is no dependency, no export to call and nothing to keep in sync with your framework, because a minimap is streamed art rather than a script.
If something is wrong with the result, the design is still in your dashboard — change it and re-render rather than starting over.
- Sign in with Discord — no password to invent
- Pick from 12 themes on 3 base styles
- Place logo, text and zone elements at $1.00 each
- Buy at $8.00 a map, download immediately
- One folder, one ensure line, one restart
What it will not do
It will not redraw San Andreas. The geometry is the map the game ships with, because a minimap that disagrees with the world is one players stop trusting within a day. It will not generate a satellite map either — the styles on offer are the twelve palettes and three base renders in the shop, and what you add is your own artwork on top of them.
Questions
Is the FiveM minimap maker free to use?
Do I need CodeWalker or OpenIV to use it?
Can I edit a minimap I already bought?
What resolution does the generator output?
Does the result work on ESX, QBCore and QBox?
Can I use the map I make in a server I sell or rent out?
Not sure yet?
Open the live preview and look at any street on any theme before you spend a cent.