Glossary
AppImage
Section titled “AppImage”The single-file form the Linux version (beta) comes in: make it executable and run it. See Installation and setup.
Archetype
Section titled “Archetype”The game’s definition of a model: its name, size, flags and physics. Doors you make in the Door editor copy their archetype from a game door, so they swing the same way.
Breakable glass
Section titled “Breakable glass”A window pane exported as a glass fragment that shatters when it is shot or hit, instead of a pane in the shell that never breaks (Breakable in a window’s Glass section; experimental, not tested in game yet).
Clear collision box
Section titled “Clear collision box”A box you place in a walk-in interior; on export every collision surface of the game inside it is removed.
A prop the game simulates as cloth: a curtain, a banner, a cloth in a doorway. Exported as a fragment with an environment cloth (experimental, not tested in game yet).
Collision (.ybn)
Section titled “Collision (.ybn)”The invisible surfaces players walk on and bump into. Separate from what you see. Every collision polygon of an interior carries the id of the room it belongs to.
Cutaway
Section titled “Cutaway”A view with the walls lowered so you can see inside (Ctrl+End, press again from one side).
Details model
Section titled “Details model”One drawable per room with its trims, prop lights, dirt and decals, separate from the shell.
Drawable (.ydr)
Section titled “Drawable (.ydr)”A model the game draws, with its textures embedded.
Entity set
Section titled “Entity set”A named group of props inside an interior that a script can switch on and off.
Exit portal
Section titled “Exit portal”A portal from a room to the outside. It lets the exterior show through a doorway or window from inside, and the interior from outside.
Explode point
Section titled “Explode point”A point you place inside a walk-in building; it casts rays all round and shows the walls, corners and wall ends they hit, so you can click the room’s corners and build its shell from them.
The multiplayer modification framework for GTA V that runs community servers. Interiors are installed on a FiveM server as resources.
Floor cut
Section titled “Floor cut”A hole in a level’s floor: a void or a glass floor. It is also the ceiling of the level below.
Floor zone
Section titled “Floor zone”An area of a floor with its own flooring, or a sunken, raised or ramped part of it.
Fragment (.yft)
Section titled “Fragment (.yft)”A model file that carries game data beside the model. Breakable glass is a fragment with the game’s glass window data, cloth a fragment with an environment cloth the game simulates.
GTA V Legacy and Enhanced
Section titled “GTA V Legacy and Enhanced”The two editions of GTA V for PC: Legacy (2015) and Enhanced. FiveM on Enhanced loads a resource’s stream_enhanced/ folder instead
of stream/. The Export window’s Game choice writes for Legacy, Enhanced or both.
Imported with the building
Section titled “Imported with the building”The models the map builds a walk-in building from, besides its own: decals, detail meshes, emissive window glass, ivy and the props placed on it. Each is Included, Left out or Removed.
A storey of the interior. Levels below the ground are basements.
Manifest (_manifest.ymf)
Section titled “Manifest (_manifest.ymf)”The streaming manifest the game needs to load the interior. Without it the game crashes on approach.
In a walk-in interior, a doorway or window you marked on the building, to cut it through the building on export.
Mirror
Section titled “Mirror”Two things. Properties > Interior > Mirror copies everything on one side of a plane to the other, live, like Blender’s Mirror modifier; Apply makes the copies real items. A decal’s Mirror box makes its rectangle a mirror in the game.
The game’s format for an interior: a set of rooms joined by portals, defined in a .ytyp and placed by a .ymap. What
Modlo Creator builds.
Occluder
Section titled “Occluder”An invisible box or model the game uses to skip drawing what is behind it. Occluders inside a building can hide your interior; the export clears them (the Map files tab of a walk-in interior, the Placement page of a free or teleport one).
Portal
Section titled “Portal”An opening between two rooms (or a room and the outside). The game uses portals to decide which rooms to draw. A horizontal portal lies flat, as in a stair opening; a mirror portal makes a mirror reflect.
Resource
Section titled “Resource”A folder with an fxmanifest.lua that a FiveM server loads with ensure <name>.
A closed loop of walls. Each room is a room of the exported MLO, with its own floor, ceiling, flags, timecycle and audio.
The interior’s walls, floors and ceilings as one model.
stream/ and stream_enhanced/
Section titled “stream/ and stream_enhanced/”The folders of a resource that hold its game files. FiveM on GTA V Legacy loads stream/; on GTA V Enhanced it loads
stream_enhanced/ instead.
Teleport interior
Section titled “Teleport interior”An interior players enter through a marker in the world rather than a doorway; the export adds a small client script for it.
Timecycle
Section titled “Timecycle”The lighting mood the game applies inside a room. Some timecycles turn the exterior off, which makes doorways look black.
A moulding swept along walls or round openings: skirting, dado rail, cornice, floor divider, architrave.
The coordinates that say how a texture lies on a surface. In Modlo Creator, 1 UV unit is one texture repeat.
Walk-in interior
Section titled “Walk-in interior”An interior inside an existing building of the map, entered through the building’s own doors.
ymap / ytyp
Section titled “ymap / ytyp”The map placement file (where things stand in the world) and the type definition file (what the interior and its props are).