Asset & Development Tools
Tools for the server owner, not for players. Everything here is meant to be run on a development server while you are preparing content, bulk-capturing shop thumbnails, checking what GTA's metadata actually says, and proving the design studio's live texture bind is working.
[!WARNING] These are unrestricted client commands. Do not leave a development build on a live server if you would rather players not run them.
๐ธ Preview Thumbnail Capture, /takeshots
Bulk-captures the thumbnail for every drawable in the game so the shop grid shows real garments instead of icon fallbacks.
/takeshots
/takeshots male tops force
/takeshots all all texturesRequirements
screenshot-basic or screencapture must be started. The command refuses to run without one and tells you so.
Arguments
Two positional values plus order-independent flags:
| Argument | Description |
|---|---|
| 1st positional | male, female or all. Default male. |
| 2nd positional | A category folder name, or all. Default all. |
force / true | Overwrite thumbnails that already exist. Without it, existing files are skipped. |
textures / vars | Capture every texture variation, not just the drawable's default colour. |
debug | Capture the debug camera angles as well. |
The capture runs across five parallel studio workers and reports progress by notification. Only one run may be in flight at a time.
Output
Images land in preview/<gender>/<folder>/ inside the resource, and the folder set is created for you on start:
0โ11, component slots.prop_0,prop_1,prop_2,prop_6,prop_7, prop slots.overlay_0โoverlay_11, head overlays.tattoo_ZONE_TORSO,tattoo_ZONE_HEAD,tattoo_ZONE_LEFT_ARM,tattoo_ZONE_RIGHT_ARM,tattoo_ZONE_LEFT_LEG,tattoo_ZONE_RIGHT_LEG, tattoos.parents,identity, heritage portraits.
Writes are path-validated server side and capped at 4 MB per image; a file is only accepted as .webp or .png.
Once captured, either serve them from the resource or upload the preview/ tree somewhere and point Config.MediaUrl at it.
๐ Compatibility Debugging, /compatdebug
Prints, for the garment you are wearing, exactly what GTA's own metadata has to say:
- the component id, drawable and texture,
- the component hash from
GetHashNameForComponent, - the forced component count and each forced entry,
- the variant component count.
A hash of 0 means the game has no shop record for that garment, which is always the case for addon clothing, and confirms that authoring a row with /setarms or /addcompat is the only way to give it arms and suggestions.
๐งต Design Studio Bind Probes
The design studio paints its live preview onto a DUI surface and replaces the garment's texture with it. When the preview comes out blank there are two possible causes that look identical from the outside: the surface is empty, or the texture target name is wrong. These three commands split them apart.
/wearshirt
Equips the tee_m design base and reports how many drawables the kartikbase collection actually has on that component. The quickest check that your baked addon resource is started and streaming.
/kcsurface
Draws the live DUI surface directly onto the screen for 8 seconds, bypassing the clothing bind entirely.
- Magenta square appears โ the DUI and runtime texture are fine, and only the clothing txd/txn name is wrong.
- Nothing appears โ the surface itself is empty, and no name would ever have worked.
/kctexture
With no arguments, prints the worn torso drawable/texture and the current bind. With arguments, floods the surface magenta and rebinds it:
/kctexture
/kctexture mp_m_freemode_01^jbib_diff_000_a_uni jbib_diff_000_a_uniIf the shirt is not magenta within a second, that target is wrong.
/kcscan
Sweeps candidate texture dictionary and name pairs for the worn torso drawable, dwelling on each so you can watch for the garment turning magenta:
/kcscan
/kcscan 2500The name the streaming system knows a ped texture by is not reliably its filename, a pack's file may be jbib_diff_017_a_uni while the texture inside it is jbib_diff_005_a_uni, and FiveM's model^asset prefix may or may not be part of the registered dictionary name. Since a wrong target is silent, sweeping is the cheapest way to find the right one.
๐๏ธ Design Storage Maintenance
Admin commands for keeping the design asset store tidy. See Commands & Keybinds.
| Command | Purpose |
|---|---|
/designinfo [id] | Show what is actually stored per design, artwork reference and byte sizes. Answers "is there artwork to bake?" without a database client. |
/designmigrateart | Move artwork inlined in old design layers onto disk. Safe to run repeatedly. |
/designgc | Report asset files no design references. |
/designgc apply | Delete those orphans. |
After /designmigrateart, run OPTIMIZE TABLE kartik_clothing_designs to actually reclaim the freed space.
Wardrobe & Outfit Management
The Wardrobe System enables players to save, rename, organize, and equip custom outfit combinations and job uniforms.
UI Design System & Theming
Every screen in kartik-clothing, the clothing shop, barber, tattoo parlor, character creator, wardrobe, design studio and shop manager, is recoloured from a single table in shared/config_theme.lua.