Find GTA V prop names, hashes and their source files

Identify a GTA V object in CodeWalker, distinguish its archetype from its placement, and check dependencies before using a prop name in a FiveM map.

In this guide

A documented next step and a repeatable verification procedure.

Before you startA backup of your source project

A useful prop reference is more than a name copied from a list. You need to know which archetype the placement uses, where its definition comes from and whether your target game has the required assets. CodeWalker can help you follow that chain from the visible world.

This page is a lookup workflow with a small starter list, not a complete GTA V object database. The listed names also appear in Map Studio’s illustrative palette. Their browser shapes and dimensions are proxies; verify the actual model in your own licensed game installation before mapping with it.

Start with a visible object

Load the intended edition and game data in CodeWalker. Enable entity selection, select the object and inspect the selected entity’s archetype and map information. Record its position so you can distinguish it from another placement of the same model nearby.

Use the controls guide when selection and camera movement conflict. Make sure you selected an entity rather than a collision surface or another layer. The author’s README documents the selection and project workflow.

A model name identifies a reusable asset reference. An entity is one placement of that reference. Deleting or moving one entity should not be confused with editing the model used by every placement.

Follow the reference to its source

Inspect the archetype definition and the referenced drawable, texture dictionary and collision where available. Use the owning map/archive information to determine whether it is vanilla, DLC or supplied by a custom resource. Keep that information with the name rather than maintaining a context-free list.

For a custom prop, ask for the author’s documented dependencies and permission to use it. A hash can be valid numerically even when the matching definition or model is missing from your server. Registration also does not substitute for the file it references.

The GTA file-format reference explains the jobs of YMAP, YTYP, YDR, YTD and YBN. That separation is useful when a name resolves but textures or physical collision do not.

A small starting list, not a guaranteed catalog

Name Intended identification aid Verify before use
prop_roadcone02a Traffic-cone placement exercise Actual dimensions, pivot and collision
prop_bench_01a Bench candidate from the palette Orientation and seating/interaction requirements
prop_bin_01a Bin candidate from the palette Ground contact and collision
prop_pallet_02a Workshop pallet candidate Bounds and texture dependencies
prop_toolchest_01 Workshop tool-storage candidate Availability in the selected target data

Do not replace missing assets with similarly named files at random. Check the exact name and the edition/build context first. Our three-prop example deliberately repeats a single name so that a dependency problem is easy to isolate.

Compare name hashes correctly

The JOAAT generator shows unsigned decimal, signed decimal and hexadecimal for the same normalized ASCII name. Check the representation before concluding that two tools disagree. A negative signed decimal value can represent the same 32-bit bits as a large positive unsigned value.

This calculator trims surrounding whitespace and lowercases ASCII letters. It rejects paths and filename extensions. Enter the archetype name rather than a whole archive path. Hashing is not a reverse search: the result cannot prove the asset exists, and hash collisions are possible.

When the editor shows only a hash, compare it with known candidate names and their actual definitions. Do not treat a match from an unverified web list as evidence that the candidate is the asset loaded in your scene.

Keep an asset register for your map

Create one row per referenced archetype with the name, source resource/archive, required build or DLC, license/permission, and a note about collision. Record the last time you verified it in the target game. This is more useful for a release than a large unreviewed prop list.

Before placing dozens of copies, test one instance. Check orientation, scale, bounds, material appearance and ground contact. If you use Map Studio, remember that importing YTYP metadata improves source references but does not turn the browser preview into the actual game mesh.

Continue with your first YMAP once the asset resolves. If it appears in CodeWalker but not in FiveM, use missing-map diagnostics to isolate the deployment stage rather than changing the name repeatedly.

Check your work.

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Sources & further reading

Tool behavior follows the linked primary documentation. Exercises, example names and test plans are editorial guidance, not a claim of in-game verification.

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