Built for

A minimap with the postal grid already on it

Postal codes are how roleplay servers give directions, and most run a resource that draws the numbers over the map every frame. Baking them into the texture instead means they are always there, always aligned, always readable, and cost nothing to draw.

Our picks

What we would run on this kind of server

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

Gray GRAPHITE FiveM minimap for GTA V — with postal codes — showing Los Santos street detailGray GRAPHITE FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
GrayGRAPHITE

Highest contrast between numbers and ground.

6144 × 9216 px · 78 files · with postal codes
$8.00+ $1 / elementView
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

White numbers on near-black, the easiest to read at speed.

6144 × 9216 px · 78 files · with postal codes
$8.00+ $1 / elementView
Blue COBALT FiveM minimap for GTA V — with postal codes — showing Los Santos street detailBlue COBALT FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
BlueCOBALT

Colour without losing the numbers in it.

6144 × 9216 px · 78 files · with postal codes
$8.00+ $1 / elementView

Baked numbers versus a postal resource

A postal script draws text on top of the radar every frame, which means it can flicker, it can drift when the radar is rotated, and it disappears the moment the resource errors. A baked grid is part of the texture: it rotates with the map because it is the map.

The trade is that you cannot switch the numbering scheme afterwards. If your server uses a custom postal set, take the no postals base map and keep your own resource on top.

Which numbering is on the map

The postal codes base map carries the standard San Andreas postal set that most roleplay servers already use, together with baked street names. It is the same grid your players will have seen on other servers, so nobody has to relearn directions.

If you already run a postal script

Use the no postals base map. It is the same twelve palettes and the same render, with the postal grid removed and the ocean rebuilt underneath it, leaving street names only — so your own numbers land on a clean surface instead of doubling up.

  • Own postal resource → no postals base map
  • No postal resource → postal codes base map
  • Want a street-map look with numbers → google style base map

Questions

Can I remove the numbers later?
Not from the same file — but the same theme exists as a no postals map, so switching means installing the other resource, not editing textures.
Are the street names readable at radar size?
Yes. Labels are rendered at 2× and resampled down, and the road hierarchy is dimmed under them so type never sits on a busy background.

Not sure yet?

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