Built for

The FiveM minimap texture, file by file

A FiveM minimap is a texture replacement, and the texture is where every quality difference between packs lives. The game loads a fixed set of texture dictionaries — .ytd files — for the radar and the pause map, positions them with a geometry file, and scales them with zoom data. A pack that ships all of those, at the right size, in the right compression, works on every framework and looks the same on every screen. A pack that is missing one of them looks like a bug. This page is the file list, so you can check any pack against it, including these.

Our picks

What we would run on this kind of server

Three concrete recommendations rather than a shrug — with the reason attached.

Black OBSIDIAN FiveM minimap for GTA V — with postal codes — showing Los Santos street detailBlack OBSIDIAN FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
BlackOBSIDIAN

The reference render: every dictionary, full mip chain, DXT5 throughout.

6144 × 9216 px · 78 files · with postal codes
$8.00+ $1 / elementView
White ALABASTER FiveM minimap for GTA V — without postal codes — showing Los Santos street detailWhite ALABASTER FiveM minimap for GTA V — without postal codes — showing the whole San Andreas map No postals
WhiteALABASTER

A light map shows compression artefacts most clearly — there are none.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView
Blue COBALT FiveM minimap for GTA V — google style — showing Los Santos street detailBlue COBALT FiveM minimap for GTA V — google style — showing the whole San Andreas map Google style
BlueCOBALT

The Google-style base carries the most detail per texture in the set.

6144 × 9216 px · 78 files · google style
$8.00+ $1 / elementView

The dictionaries the game loads

The main map sheet is a 2 × 3 grid: minimap_0_0, minimap_0_1, minimap_1_0, minimap_1_1, minimap_2_0 and minimap_2_1, each a 3072-pixel square, together 6144 × 9216. Alongside them the sea tiles cover the water around the island so that zooming out never shows a hard edge, and a low-detail sheet is used when the radar or pause map is zoomed far out. Every one of these is a .ytd — a texture dictionary — and a complete replacement provides all of them. There are 78 files in the stream folder of every map here, because that is how many the game asks for.

The .ydd file is the geometry: a set of flat quads that tell the game where each tile sits. It rarely changes between packs, but it has to be present and it has to match the tile naming. The zoom data controls how far the radar scales at each level and ships with the map so that every zoom step lines up with the tiles.

  • minimap_0_0 … minimap_2_1 — the six main tiles, 3072 px each
  • Sea tiles — the water around the island
  • LOD sheet — the zoomed-out view
  • .ydd geometry — tile placement
  • Zoom data — radar scale per level

DXT5, mip chains and why they matter

Each tile is stored compressed. DXT5 keeps an alpha channel, which is what lets the coastline blend into the sea instead of ending in a jagged step; DXT1 drops the alpha and is the reason some packs have a hard, aliased coast. Every tile here is DXT5.

A mip chain is the set of progressively smaller copies of each tile that the GPU samples from when the map is drawn smaller than full size — which is always, on the radar. A tile with one mip level looks fine standing still and shimmers as soon as the player moves, because there is nothing between full size and nothing. Every tile here carries the full chain of eleven levels. It is the single most common thing wrong with free packs and the single easiest thing to check.

Radar texture versus pause-map texture

They are the same tiles. The game draws the corner radar and the full-screen map from one set of dictionaries, at different zoom levels. A pack that "only changes the pause map" is a pack that shipped the LOD sheet and not the main tiles, or the reverse; there is no separate radar texture to buy. Every map here replaces both because it replaces the set.

Checking a pack, and installing one

Count the .ytd files — twelve for the map and sea plus the LOD, or the radar is still on the stock texture. Open one in a texture viewer and read the format and the mip count. Look for anything in the stream folder that is not a minimap file; a pack that bundles a HUD script has a different job than the one you are buying it for.

Installation is the same for every correct pack: unzip into resources, ensure after the HUD, clear the client cache. If the map does not change, another resource is streaming a file with the same name — the texture with that name that loads last wins. The install and troubleshooting pages cover the rest.

Questions

What files does a FiveM minimap texture pack contain?
Twelve .ytd texture dictionaries for the main sheet and sea, a LOD sheet, a .ydd geometry file and zoom data — 78 stream files in total here — plus an fxmanifest.lua.
What is minimap_0_0.ytd?
The top-left tile of the 2 × 3 main map sheet. The six tiles minimap_0_0 to minimap_2_1 make up the 6144 × 9216 map the radar and pause map are drawn from.
DXT1 or DXT5 for a minimap?
DXT5. It keeps the alpha channel the coastline needs. DXT1 gives hard, jagged edges where the land meets the sea.
Why does my minimap shimmer when I move?
The tiles have a single mip level. The GPU has nothing to sample between full size and nothing, so the image crawls. Every tile here has the full chain.
Is the radar texture separate from the pause map?
No — same dictionaries, different zoom. A pack that changes one and not the other is missing part of the set.

Not sure yet?

Open the live preview and look at any street on any theme before you spend a cent.