OBSIDIAN palette on the without postal codes base map.
4.7 · 92 reviews
The whole island1 / 6Gray FiveM minimap — no postals
A neutral graphite base that sits under any server identity without fighting it. The default pick for whitelisted roleplay servers. The postal grid is removed and the ocean rebuilt underneath it, leaving street names only. Made for servers that draw their own postal codes on top, or simply want a calmer minimap.
Graphite is the neutral. A mid-dark, desaturated base that carries a server identity without arguing with it — no hue of its own to clash with your logo, your blips or your notification colours.
How the gray palette reads in game
Terrain relief survives better here than in the pure monochrome build, because there is enough mid-tone left for the hillshade to live in. You get readable topography and readable roads at the same time, which is a harder balance than it sounds.
Which servers run this one
The default pick for serious whitelisted roleplay. If a server has spent effort on its own colour language, Graphite gets out of the way.
Worth knowing before you buy: It is deliberately unspectacular. If you want the minimap itself to be part of the server identity, one of the coloured palettes will do more for you.
The no postals base map, explained
The same coastline, terrain and street network with the postal grid removed and the ground underneath rebuilt, so there are no ghosts where the numbers used to be. Street names stay.
If you already draw postal codes with a script, a HUD or a dispatch system, baking a second set into the texture just puts two numbers on the screen. This build gets out of the way and leaves the map calm.
The trade-off: Players with no postal script running have nothing to call in. Check what your dispatch actually uses before choosing this one. The same gray palette is also built on postal codes and google style, so you can switch base map without changing the look of your server.
The exact gray palette
Nothing here is a filter dropped over the stock map. Every band below is a separate layer in the renderer, which is why the twelve palettes look like twelve different maps rather than twelve tints of one. These are the values used to build the gray GRAPHITE map you are looking at.
| Layer | Colour | What it is |
|---|---|---|
| Accent / brand | #B3BCC8 | Used for the coastline glow and the UI accent on this page. |
| Deep water | #0D1013 | The deepest bathymetric band, furthest from shore. |
| Mid water | #171B21 | The middle depth band between the shelf and the deep. |
| Shallow water | #242A31 | The shelf right off the beach, where the depth contours sit. |
| Coastline | #D5DCE5 | The glow that hugs the shore and makes the island read at a glance. |
| Low ground | #141719 | Sea-level terrain: the basin, the beaches and the flats. |
| Mid ground | #252A31 | The first elevation band — most of Los Santos sits here. |
| High ground | #3A4049 | Hills and the Vinewood ridge. |
| Peaks | #4B525D | Mount Chiliad and the highest bands of the northern range. |
| Minor roads | #6F7883 | Residential streets and service roads — the quietest tier. |
| Major roads | #BCC5D0 | Arterials and boulevards. |
| Freeways | #F4F7FB | The highway network, always the brightest road tier. |
| Labels | #D2D8E1 | Street names and, on the postal build, the postal numbers. |
How this map is rendered
Every map is rendered at 2× supersampling from a 12288 × 18432 master, then resampled to the 6144 × 9216 game resolution — which is why the coastline stays smooth instead of stair-stepping, and why labels stay readable at radar size. Water depth is a real bathymetric gradient with contour lines, the coastline carries a glow that hugs the shore, and the road network is separated into three tiers so freeways stay continuous while the city fabric never turns to mush.
The source map is taken apart into semantic layers first — ocean, depth, coastline, terrain relief, hillshade, three road classes, labels and label halos — and each layer is recoloured independently. That separation is what lets the gray freeways stay bright while the residential grid stays quiet, instead of every pixel shifting hue together.
What is in the download
One folder named pityus_minimap_gray_clean, 78 stream files, roughly 113 MB of VRAM in game — identical to the stock GTA V map, so there is no performance cost to switching.
| File | What it does |
|---|---|
fxmanifest.lua | Resource manifest, game "gtav", fx_version "cerulean". |
client.lua | Sets the radar zoom levels so the new texture resolution is sampled correctly. |
stream/minimap_sea_0_0.ytd … 2_1.ytd | Six DXT5 sea texture dictionaries covering the ocean. |
stream/minimap_0_0.ytd … 2_1.ytd | Six DXT5 land texture dictionaries covering the island. |
stream/minimap_lod.ytd | The low-detail texture used when the pause map is fully zoomed out. |
stream/*.ydd (65 files) | The geometry the game draws the minimap onto, unchanged from vanilla. |
pityus_minimap_gray_clean/ | Everything above lives in this one folder. Nothing is written anywhere else. |
How to install the gray minimap on a FiveM server
resources/ └─ [standalone]/ └─ pityus_minimap_gray_clean/ server.cfg: ensure pityus_minimap_gray_clean
- 01 Unzip into your resources folder
Drop the pityus_minimap_gray_clean folder into resources/[local] (or any folder your server.cfg already ensures). Keep the folder name exactly as it is — the fxmanifest and the stream paths depend on it.
- 02 Ensure it in server.cfg
Add "ensure pityus_minimap_gray_clean" to server.cfg. Put it near the top, before your HUD and framework resources, so the textures are already streamed when the HUD first draws.
- 03 Remove any other minimap resource
Two resources streaming the same minimap textures is the single most common reason a new map does not appear. Search your resources folder for other files named minimap.ytd or minimap_sea_*.ytd and stop those resources.
- 04 Clear the client cache
Delete FiveM Application Data/data/cache on every client that tests it. FiveM caches streamed textures aggressively and will keep serving the old minimap otherwise.
- 05 Reconnect and check
Join the server and open the pause map. If the pause map changed but the radar did not, the cache was not cleared; if neither changed, the resource is not started — check the server console for the resource name.
The full installation guide covers replacing an existing map resource, txAdmin deployments and cache clearing in more detail.
Framework compatibility
The resource replaces textures and radar zoom data only. It has no framework dependency and no exports, so it behaves the same everywhere.
| Framework | Status |
|---|---|
| QBCore | Works unchanged. No qb-hud edit needed unless your HUD hides the radar. |
| QBox | Works unchanged. |
| ESX Legacy | Works unchanged on 1.9 and later. |
| vRP / vRPex | Works unchanged. |
| Standalone | Works unchanged — the resource has no framework dependency at all. |
| Custom map add-ons | The texture only replaces the minimap art; MLOs and map resources are untouched. |
Brand it with your own logo
Any of these maps can be branded in the browser studio: place your server name, your logo, a Discord tag or a watermark anywhere on the island, preview it on the real tiles at full zoom, and download the finished resource. The map stays $8.00 and each element you add costs $1.00. Open this map in the studio — you only pay when you download.
Searches this map answers
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Questions about this map
Does the Gray minimap work with QBCore and ESX?
What is in the download?
Can I add my server logo to this map?
Do I get updates?
Is the gray palette easy to read at radar size?
What kind of server suits the gray minimap?
Why choose the no postals base map over the other two?
Can I put my server logo on the gray map?
Will this hurt performance?
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