OBSIDIAN palette on the with postal codes base map.
4.8 · 36 reviews
The whole island1 / 6White FiveM minimap — postal codes
A daylight, paper-style map. Light ground, a dark road network and quiet blue water; the most readable option on bright monitors and streams. The base map keeps the full postal grid burned into the texture, so every player reads the same number off the minimap that they call in on the radio, with no extra resource running on the server.
Alabaster is a daylight, paper-style map: light ground, dark roads, quiet blue water. It is the inverse of every other palette in the set and the only one designed to be read the way a printed street atlas is read, with the ink darker than the page.
How the white palette reads in game
This is the most legible option on a bright screen, and the one that photographs best. Street names and postal numbers sit dark on light, which is the arrangement human eyes read fastest, so it is a common pick for servers whose players are constantly navigating to written addresses.
Which servers run this one
Economy and civilian roleplay servers, delivery and trucking servers, and anybody who streams in a bright room. Also the usual choice for servers whose branding is light.
Worth knowing before you buy: At night, in a dark room, a light minimap is a small lamp in the corner of the screen. Players who mainly play late tend to prefer Obsidian or Topo night.
The postal codes base map, explained
The postal grid is baked directly into the minimap texture. Every postal number and street name is part of the image, at the resolution the game samples it at, so there is nothing to draw and nothing to keep in sync.
It costs zero client frames and zero server resources, it cannot desync from a script, and it works on a client that has just joined with no resources streamed yet. For most servers this is simply the correct answer.
The trade-off: The numbers are fixed. If you renumber your postals or run a custom postal set, you need a re-render rather than a config change — which we do for free, but it is not instant. The same white palette is also built on no postals and google style, so you can switch base map without changing the look of your server.
The exact white 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 white ALABASTER map you are looking at.
| Layer | Colour | What it is |
|---|---|---|
| Accent / brand | #16181D | Used for the coastline glow and the UI accent on this page. |
| Deep water | #B9C6D4 | The deepest bathymetric band, furthest from shore. |
| Mid water | #D3DCE6 | The middle depth band between the shelf and the deep. |
| Shallow water | #EAF0F5 | The shelf right off the beach, where the depth contours sit. |
| Coastline | #5D6B7B | The glow that hugs the shore and makes the island read at a glance. |
| Low ground | #FFFFFF | Sea-level terrain: the basin, the beaches and the flats. |
| Mid ground | #F6F4F0 | The first elevation band — most of Los Santos sits here. |
| High ground | #E7E2DA | Hills and the Vinewood ridge. |
| Peaks | #D6CFC3 | Mount Chiliad and the highest bands of the northern range. |
| Minor roads | #B0A89D | Residential streets and service roads — the quietest tier. |
| Major roads | #5F5A53 | Arterials and boulevards. |
| Freeways | #272C34 | The highway network, always the brightest road tier. |
| Labels | #33373D | 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 white 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_white, 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_white/ | Everything above lives in this one folder. Nothing is written anywhere else. |
How to install the white minimap on a FiveM server
resources/ └─ [standalone]/ └─ pityus_minimap_white/ server.cfg: ensure pityus_minimap_white
- 01 Unzip into your resources folder
Drop the pityus_minimap_white 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_white" 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 White 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 white palette easy to read at radar size?
What kind of server suits the white minimap?
Why choose the postal codes base map over the other two?
Can I put my server logo on the white map?
Will this hurt performance?
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