Editing the GTA V map with CodeWalker for FiveM
CodeWalker is the free tool almost every FiveM mapper uses: a 3D view of the whole GTA V world that can open, edit and create the files FiveM streams. Once you know its project workflow, adding props to a street, building a small scene or fixing someone else’s map becomes routine.
Short answer: Point CodeWalker at your GTA V folder, enable editing, open the Project window and create a new project with a new ymap. Add or select entities, move and rotate them, set LOD distances, then calculate extents and save the ymap. Put it in a resource’s stream folder with this_is_a_map 'yes' and test in game.

#Setting up
- Download CodeWalker and extract it.
- On first run, point it at your GTA V install folder so it can read the game’s archives.
- Wait for it to index the world — the first load takes a while.
- Enable the editing tools (edit mode) and open the Project window from the toolbar.
#Creating a new ymap
- In the Project window, create a new project and save it in your own folder.
- Add a new ymap to the project and give it a unique name (prefix it with your server name).
- Fly to the location in the 3D view.
- Add an entity: choose the archetype (model name) and place it.
- Use the move and rotate gizmos, or type exact positions in the entity panel.
- Set a LOD distance that suits the object’s size.
#Saving and streaming
- Select the ymap and run “Calculate extents” so it knows the area it covers.
- Save the ymap.
- Copy it into a resource’s
streamfolder; the manifest needsfx_version,gameandthis_is_a_map 'yes'. - Ensure the resource and restart; walk to the spot to check.
What a ymap contains and how LOD distance behaves is explained in the ymap guide.
#Editing existing map files
To move or delete vanilla objects you edit a copy of the vanilla ymap that contains them. This works, but the edited file replaces the original for the whole server, and any other resource that ships its own edit of the same ymap conflicts with yours. For a few objects, a script-based model hide avoids the conflict — see removing map props.
#Placing custom models
CodeWalker places archetypes it knows about. For your own models, load their .ytyp (and the model and texture files) into the project so CodeWalker can display and place them; ship the same files in your resource. The full path for new props is in custom props.
#Tips that save hours
- Keep one ymap per area or feature; small files are easy to find and fix.
- Name everything with a prefix so files never collide with another pack.
- Test with a second player to confirm others see the same thing.
- Back up the project file — it is your source of truth.
Questions
What is CodeWalker used for in FiveM?
How do I add a ymap made in CodeWalker to my server?
stream folder with this_is_a_map 'yes' in the manifest, and ensure the resource.Why does my CodeWalker ymap disappear at a distance?
Does CodeWalker modify my GTA V files?
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