Build a local asset library before importing a YMAP
A YMAP describes placements; repeatedly searching for each referenced model makes scene inspection tedious. A Sollumz game asset library gives the importer a local collection to resolve those references. It is a preparation workflow, not a replacement for exporting and testing your own FiveM resource.
This guide covers the asset-library tutorial added upstream on October 1, 2026 . Use the original asset-authoring lab when the goal is to create an owned model rather than inspect an existing scene.
Prepare an isolated working directory
The official procedure requires Sollumz 2.9.0 or newer, an installed GTAV game directory and an empty output directory for generated .blend assets. Keep the output separate from your game installation, Git repository and deployed server resources. Record the GTA edition/build, Blender version, Sollumz version and chosen paths before building.
Choose a small test area first. Write down the YMAP you plan to inspect and a few expected model names. That gives you something concrete to check after extraction instead of treating any populated Blender scene as success.
Use your own local installation and keep extracted assets local to this workflow. This guide supplies neither game assets nor a redistribution package. When preparing something to publish, separate original work from extracted content and check the applicable permissions rather than assuming an export button grants them.
Register and build the library
In Blender, open Edit → Preferences → Add-ons → Sollumz, then General → Game Asset Libraries. Add an entry with + and select the empty output directory.
Next open Sollumz Tools → Asset Library → Build Asset Library and select the GTAV installation as the input. The upstream tutorial warns that custom RPF archives anywhere in that input directory can break extraction. Use a clean installation for the build; do not delete unfamiliar archives merely to make an error disappear.
The optional Regex filter limits what is extracted. For a small first run, choose names needed by the test scene and record the exact filter. A filter is a tradeoff: less extraction work, but references outside the selection will not be available in that library. Do not claim that a filtered library represents the entire game.
These menu names and prerequisites come from the official Part 9 procedure . Avoid prescribing a universal completion time: input size, filtering, storage and the machine all affect the work.
Verify the import before editing the scene
After the library build completes, import the selected YMAP. The documented workflow resolves its referenced assets from the library rather than making you locate every model manually.
Inspect the expected model names, transforms and a few recognizable placements. Save a small inspection scene outside the generated library. Record what actually resolved and what remains missing. If the first scene is incomplete, fix that narrow case before extracting another large selection or modifying the map.
A useful acceptance record looks like this:
Input: GTA edition/build and local installation path
Tools: Blender and Sollumz versions
Library: output directory and extraction filter
Test: YMAP name and expected model names
Observed: resolved models, missing references, import warnings
Evidence: saved inspection scene and authoring screenshots
Not tested: FiveM streaming, collision, LOD transitions, multiplayerThis is a recording template, not a completed test report. Do not label a Blender screenshot as an in-game screenshot.
Diagnose the stage that failed
| Observation | Next check |
|---|---|
| The library controls are missing | Confirm the loaded Sollumz version and that the add-on is enabled; do not confuse Blender’s generic asset browser with the Sollumz panel. |
| Extraction stops on an archive | Preserve the error and check the selected installation for custom RPF files. Reproduce using a clean input, not destructive trial-and-error. |
| Only some YMAP models appear | Compare missing names with the extraction filter and the selected game’s available content. |
| Assets exist but a new scene cannot resolve them | Recheck the registered output path and the library entry used for this import. |
| The Blender scene looks correct but FiveM fails | Investigate the exported resource, manifest, dependencies and game track; rebuilding the preview library is not proof of a fix. |
These are investigation steps, not guarantees that each symptom has only one cause. Keep the first error and a small reproduction, especially when an edition or tool version differs from the documented setup.
Keep authoring and deployment separate
The library makes local scene assembly easier. It does not by itself author working doors, animations, collision bounds or a deployable resource. Follow the collision and LOD lab for those static-asset checks and Legacy versus Enhanced before moving assets between tracks.
To undo the setup, remove the library registration and archive or remove only the generated output directory you recorded. Do not remove the source game installation or unrelated Blender assets. Preserve original project files separately from rebuildable library output.
What still needs a real run
No Blender GUI, extraction or FiveM session was executed for this added guide. Acceptance requires recording the toolchain, building the selected library, reopening the test scene and checking its referenced models. A separate in-game run must verify any exported resource. The coverage record keeps this new tutorial distinct from the older static-prop fixture and its existing evidence.