Documentation

Asset Documentation

Everything shipped by Greasy Scripts, documented in one place — what is in each pack, what state the files are in, and what you need to do to use them.

Getting your files

Everything is sold and delivered through Tebex. When checkout completes, the download unlocks on your Tebex account immediately and stays there — you can re-download it later, and any updates to something you already own are free from the same place.

Each product arrives as a single .zip. Extract it somewhere sensible before you start; several of the packs are over 150 MB and working directly inside a zip will only cause you grief.

Licence

Every pack ships with a LICENCE.txt. In short:

  • Use the files on as many of your own servers or projects as you run, commercial or private.
  • Modify, retexture, rig and convert them freely.
  • Use them in a server you operate or are paid to build for a client.

What you may not do:

  • Resell, redistribute or share the raw model files.
  • Claim authorship of the models.
  • Upload them to any asset site, leak site or public repository.

One purchase covers one buyer. You can use the files on any number of your own servers — what is not permitted is handing the files to another person.

Model packs at a glance

These figures are measured from the shipped meshes, not estimated. Triangle counts assume fan-triangulated n-gons, which is what your importer will do.

PackModelsTriangles (min–max)MedianUV maps
Simple Rings32 1,144 – 70,74737,095None
Detailed Rings33 6,340 – 97,91563,421None
Single Chain46 3,712 – 204,43850,67039 of 46 usable
Double Chain23 13,012 – 248,65247,52020 of 23 usable
Triple Chain7 44,162 – 140,57476,6084 of 7 usable

These are source models, not installable resources. There is no fxmanifest.lua, no .ydd and no .ytd in any pack. Nothing here drops into a server and works — you are buying geometry to rig, texture and convert yourself.

Things that are true of every pack

  • Not rigged. No skeleton and no vertex weights on any mesh.
  • Scale varies between models. Check and normalise before you rig anything.
  • These are detail meshes, not game props. A 50,000-triangle necklace is far heavier than anything you should attach to a player. Decimating is expected work, not an optional polish step.

What's in a pack

Every pack has the same shape. Taking Simple Rings as the example:

GS-Rings-Simple/ models/ 32 .obj meshes, each with its matching .mtl previews/ 32 preview images, one per model, named to match cover.png pack artwork README.txt measured facts for this specific pack LICENCE.txt the licence above

Previews are named to match their mesh, so ring_13_Diamond_ring.obj has ring_13_Diamond_ring.png beside it in previews/. Every model in every pack has one — that is checked before release.

The README.txt inside each pack is generated from the geometry itself rather than written by hand, so if it disagrees with anything on this page, trust the README.

The .mtl files

Each mesh ships with a matching .mtl defining a neutral polished-gold material, plus a gem material where the mesh named one. That exists so the model imports looking like jewellery instead of flat default grey. It is a starting point — retexture freely. No texture image files are referenced, so nothing will come up missing on import.

Importing

.obj imports into Blender, 3ds Max, Maya, Cinema 4D, ZBrush and most other packages without a plugin. In Blender use File → Import → Wavefront (.obj) and keep the .mtl beside the .obj so the material comes with it.

Fix these first, in this order

  1. Scale. Models were authored at different scales. Bring your piece to real-world size against a reference before anything else — everything downstream depends on it.
  2. Orientation. Rotate so the piece hangs the way it should on a body.
  3. Origin. Set the origin where the piece attaches, not wherever the exporter left it. An origin left at the world centre is the usual reason an asset ends up floating off the model in-game.
  4. Decimate. Only once the above are right. Trying to fix scale and orientation after decimating means redoing it.

UVs & texturing

This is the part most likely to surprise you, so it is spelled out per pack rather than glossed over.

Both ring packs have no UVs at all

All 65 ring meshes ship with zero UV coordinates. Flat materials and vertex colour work as-is, but you must unwrap them before applying any image texture. Budget for that.

Chain packs are mostly mapped, with named exceptions

Chain meshes carry UVs, but some are collapsed remnants or projected far outside the 0–1 range and are not usable as delivered. Those are listed here and in each pack's README so you know before you start:

PackMeshes needing an unwrap
Single Chain
7 of 46
01_Cuban_Classic__15, 01_Cuban_Classic__48, 01_Cuban_Classic__49, 01_Cuban_Classic__58, 06_Tennis_Dainty__34, 07_Statement_Spiked__24, 07_Statement_Spiked__66
Double Chain
3 of 23
03_Layered_Double__23, 03_Layered_Double__51, 03_Layered_Double__77
Triple Chain
3 of 7
04_Layered_Multi__18, 04_Layered_Multi__29, 04_Layered_Multi__42

For jewellery, Smart UV Project is usually enough — these are metal surfaces with a repeating material rather than painted artwork, so a perfect unwrap is rarely worth the time.

Converting for FiveM

Turning one of these meshes into something a player can wear is a real piece of work. This is the shape of it, and the traps that cost the most time.

1. Reduce the mesh

Decimate hard. For scale: an entire GTA V player model is in the region of 10,000–15,000 triangles, and the median mesh in these packs is three to five times that on its own. A chain or ring that a player wears should be a small fraction of the ped, not a multiple of it.

2. Rig it

Nothing in these packs is rigged. A component has to be skinned to the ped skeleton or it will not move with the body — an unrigged mesh exported as clothing sticks out at a fixed point in space and does not follow animation. Chains are weighted to the upper spine so they hang and swing with the torso.

3. Export

  • Components export to .ydd, textures to .ytd.
  • A prop and a component are not interchangeable. Props take a p_ stream name; components do not, and shipping one as the other is a common cause of an asset appearing in the wrong place or not at all.
  • Strip any embedded skeleton from a component before export. An embedded skeleton is a classic cause of clothing that imports cleanly and then renders invisible in game.

Compress your textures. Save the .ytd with DXT/BC compression, not raw. An uncompressed 2048×2048 texture costs roughly 21 MB of video memory against about 5 MB compressed — four times the VRAM for no visible gain. This is the single most common way a good-looking asset ends up wrecking performance on a full server.

Keep asset and file names lowercase. Stream and DLC filenames that contain capitals work on a Windows test box and then fail on a Linux server, because Windows does not care about case and Linux does. Name everything lowercase from the start and you will never meet this bug.

Advanced Organization Panel

A gang and organisation management system driven from one in-game panel — ranks, members, permissions, shared treasury, territories, businesses, reputation and heat.

Requirements

  • FiveM server build 5848 or newer — declared in the manifest.
  • A framework, or none. QBCore, Qbox and ESX are all supported and detected automatically. It also runs standalone.
  • A database driveroxmysql or mysql-async.

Standalone mode is deliberately degraded. With no framework detected, the panel still runs but identity falls back to the licence identifier and there is no money handling — deposits and withdrawals are disabled. The console says so at start-up. Likewise, with no database driver the resource prints "Persistence is DISABLED — data will be lost on restart."

Installation

  1. Drop the folder into your resources directory. It must stay named advanced_organizations — every export call is written against that name, so renaming the folder breaks integrations.
  2. Import all four SQL files from sql/: organizations.sql, applications.sql, messages.sql and outfits.sql. Every statement is CREATE TABLE IF NOT EXISTS, so they are safe to re-run.
  3. Add ensure advanced_organizations to server.cfg after your framework and your database resource.
  4. Grant admin access: add_ace group.admin organization.admin allow
  5. Restart and read the console.

Import all four SQL files, not two. At default settings the resource verifies its schema at start-up and refuses to load organizations if anything is missing. If you skip messages.sql and outfits.sql you get "Missing database tables: …" followed by a line telling you to import organizations.sql — which is not the file you are missing. Import all four and the message goes away.

Optional: seed the stock gangs

sql/seed_gangs.sql inserts six ready-made organisations (Lost MC, Ballas, Vagos, Cartel, Families, Triads) with four ranks each. It creates no tables. Import it before first start — organisations are cached at start-up, so rows inserted underneath a running resource will not appear until you restart it.

Commands

CommandWhoWhat it does
/organizationEveryoneOpens the panel. Default keybind F6, rebindable in FiveM → Settings → Key Bindings.
/orgadminAdminOpens the panel in admin mode. The admin check happens server-side.
/gangapplyEveryoneOpens the application form.
/createorg <id> <name>Admin / consoleCreates an organisation.
/setorg <playerId> <orgId> [rankId]Admin / consolePlaces a player into an organisation.
/removeorg <playerId>Admin / consoleRemoves a player from their organisation.
/orgplaytime <playerId> [minutes]Admin / consoleReports playtime, or sets it when given minutes.
/orglistAdmin / consoleLists organisations.

Ranks and permissions

Twenty permission keys cover members, structure, economy, assets and oversight. Two rules matter more than the rest:

  • The highest rank is the leader and implicitly holds every permission, whatever is stored against it — so a server can never lock itself out of its own organisation. The leader cannot be removed by members and cannot leave; leadership has to be transferred first.
  • You cannot act on someone at or above your own rank. You cannot hand out a rank at or above your own level, and when you create or edit a rank, any permission you do not personally hold is stripped from it. Admins bypass all of this.

New organisations get a seven-rank ladder by default, from Recruit up to Boss. Note the stock-gang seed file uses a different four-rank ladder instead, because stock QBCore gangs define exactly four grades.

Gang applications — the playtime trap

Applications require 600 minutes (10 hours) of playtime by default, and nothing in stock QBCore, Qbox or ESX tracks playtime — so the resource falls back to its own tracker, which starts counting the day you install it. On an established server every one of your existing players begins at zero and cannot apply. Fix it by seeding with /orgplaytime <playerId> 600, lowering MinPlaytimeMinutes, pointing PlaytimeSource at your own metadata key, or setting it to 'off'.

Gang outfits

Outfits are stored as raw ped component and prop slots captured with base natives, so the feature works with any clothing menu — or none at all. Eight clothing resources are recognised for hand-off, including illenium-appearance, fivem-appearance, qs-appearance and qb-clothing. If yours lives in a renamed folder, pair the adapter with the folder name rather than editing it: { adapter = 'illenium-appearance', resource = 'clothing' }.

Outfits are stored per body type — the same drawable index is a different garment on the male and female freemode skeletons, so members only see the variant matching their character. To cover everyone, save the same look once on each body.

Framework gang sync

Mirroring organisations into your framework's own gang system is off by default. When enabled it only fires for organisations whose ID matches a gang your framework already defines; anything else is skipped and named once in the console. Rank-to-grade mapping is deliberately not a naive level - 1 — the leader takes the top grade and the rest spread below it, because stock gangs define four grades with the top one flagged as boss, and a naive mapping would promote your mid-ranks to gang bosses.

For developers

The resource exposes 34 server exports and 7 client exports so other resources can read and drive organisation state — membership and rank lookups, treasury add/remove, reputation and heat, businesses, drugs, territories and activity logging. A few of the most useful:

exports.advanced_organizations:GetPlayerOrganization(src) exports.advanced_organizations:HasOrganizationPermission(src, permission) exports.advanced_organizations:AddOrganizationMoney(orgId, amount) exports.advanced_organizations:RegisterOrganizationActivity(orgId, sourceKey, multiplier) exports.advanced_organizations:AssignTerritory(orgId, territory) exports.advanced_organizations:LogOrganizationActivity(orgId, category, action, details)

Every request from the panel routes through a single server event and is re-validated server-side — rate limit, identity, organisation, permission, handler. Non-admins are always scoped to their own organisation regardless of what the client asks for.

Support

Questions before or after buying go to the Discord — that is the fastest route to an answer, and where update notes get posted.

If something does not work as described on its store page, say so and it gets sorted. If you are unsure whether a pack suits your use case, ask before you buy rather than after.

Join the Discord