CodeWalker vs Sollumz: which tool for FiveM vehicles?
CodeWalker and Sollumz do different jobs. CodeWalker is a Windows program that browses the GTA V archives, shows models and maps, and converts game files to and from XML. Sollumz is a Blender add-on that imports, edits and exports the models themselves. To change or make a vehicle model you need Sollumz. To find, extract and inspect game files you need CodeWalker. Most vehicle work uses both.
What is the short answer?
- You want to edit a mesh, add LODs, fix collision or build a vehicle: Sollumz, inside Blender.
- You want to open the game's archives, extract a stock car, or unpack a single-player mod: CodeWalker.
- You want to edit a .meta file: neither. Metas are text; use a text editor.
How do CodeWalker and Sollumz compare?
| CodeWalker | Sollumz | |
|---|---|---|
| What it is | A standalone program for viewing the contents of GTA V archives | An add-on for Blender |
| Runs on | Windows 7 or newer, 64-bit, with the PC version of GTA V installed | Blender 4.2 or newer (Sollumz 2.9.0) |
| Browse .rpf archives | Yes, in the RPF Explorer | No |
| Edit meshes | No | Yes, with all of Blender's tools |
| Vehicle formats | Views .yft and .ytd, converts them to and from XML | Imports and exports .yft, _hi.yft and .ytd |
| Other model formats | Views .ydr, .ydd, .ybn | Imports and exports .ydr, .ydd, .ybn, .ycd (animations) |
| Map work | Edits .ymap placements, traffic paths and scenarios in a 3D world view | Edits .ytyp and builds interiors; .ymap support is partial |
| Writes game-ready binary files | Yes, by importing XML | Yes, with the Native export format |
| GTA V Enhanced files | Includes a Gen9 asset converter | Has a Gen9 export target |
| Cost | Free, source on GitHub | Free, source on GitHub (GPL-3.0) |
Which tool for which vehicle task?
| Task | Tool |
|---|---|
| Find a stock vehicle and extract its .yft and .ytd | CodeWalker RPF Explorer |
Read the stock vehicles.meta or handling.meta to copy an entry | CodeWalker RPF Explorer |
Unpack a single-player dlc.rpf | CodeWalker RPF Explorer, or OpenIV |
| Model, UV, rig to bones | Blender with Sollumz |
| Assign vehicle shaders and light IDs | Sollumz |
| Create LODs | Sollumz (LOD Tools > Auto LOD) |
| Build collision | Sollumz (Collisions > Create Bounds) |
| Export .yft, _hi.yft, .ytd | Sollumz (Export RAGE Assets) |
| Swap textures in an existing .ytd | CodeWalker, or Sollumz |
| Look inside an exported file without the game | CodeWalker (viewer), or the CW XML that Sollumz exports |
| Write metas and fxmanifest.lua | Text editor |
Each of these has its own guide: making a vehicle in Blender with Sollumz, optimising a vehicle, vehicle collision in Sollumz and converting a single-player car mod.
Do I need both?
For making vehicles, in practice yes. Sollumz does the modelling and the export, and CodeWalker is how you get the stock vehicle to copy bones, bounds and shaders from. The Sollumz project itself recommends having the latest CodeWalker release.
What changed is the conversion step. Older workflows exported XML from Blender and then imported that XML into CodeWalker to get a file the game could load. Sollumz 2.9 writes those binary files itself when Target Formats is set to Native, so that round trip is no longer required. The CW XML format is still there for reading and comparing files.
For running a server, neither is required. A finished vehicle resource is installed with a text editor only: see how to add an add-on vehicle to a FiveM server.
What is CodeWalker XML for?
Game model files are binary. CodeWalker can export one as XML (Export XML... in the RPF Explorer) and build the binary file again from XML (Import XML..., with Edit mode on). The XML is plain text, so it can be read, compared with another version, or changed by a script.
We use it for one job in particular: changing one block of a finished vehicle without sending the whole model through Blender again. When we added lower LODs to vehicles that were already released, we exported the new meshes from Blender, copied only the LOD blocks into the XML of the original file and rebuilt it. Everything else in the file stayed as it was.
Where does OpenIV fit?
OpenIV is an archive browser and mod installer for single-player GTA V. For FiveM work it overlaps with CodeWalker's RPF Explorer: both open .rpf archives and extract files. Neither edits meshes. If you already have one of them installed, it is enough for extracting.
Frequently asked questions
- Is CodeWalker or Sollumz better for FiveM vehicles?
- They do different jobs. Sollumz, a Blender add-on, edits and exports vehicle models. CodeWalker browses the game archives, extracts files and converts them to and from XML. Making a vehicle normally uses both.
- Can CodeWalker edit vehicle models?
- No. CodeWalker views models and converts them to and from XML, but it has no mesh editing. Mesh changes are done in Blender with Sollumz.
- Does Sollumz need CodeWalker?
- Not to export. Sollumz 2.9 writes game-ready binary files with the Native format. CodeWalker is still the usual way to extract the stock vehicle used as reference, and the Sollumz project recommends having it.
- Are CodeWalker and Sollumz free?
- Yes. Both are free and have their source code on GitHub.
- Which tool opens .rpf files?
- CodeWalker, in its RPF Explorer, and OpenIV. Sollumz does not open archives; it imports the model files after they are extracted.
Sources
Products from this guide
All guides
- How to install a FiveM resource from Cfx.re Escrow (Granted Assets)
- How to add a custom vehicle to an ESX, QBCore or QBox server
- What are LODs in FiveM vehicles?
- How to add an add-on vehicle to a FiveM server
- vehicles.meta explained, field by field
- handling.meta explained: fields, units and flags
- carvariations.meta and carcols.meta explained
- vehiclelayouts.meta explained: seats, entry points and animations
- fxmanifest data_file reference for vehicles
- Vehicle model files (yft, _hi.yft, ytd) and the oversized asset warning
- FiveM add-on vehicle troubleshooting: causes and fixes
- How to fix "You lack the required entitlement" on a FiveM server
- How to convert a single-player GTA 5 car mod to a FiveM add-on
- How a FiveM hoverboard works without a script
- How to make a FiveM vehicle in Blender with Sollumz 2.9
- How to optimise a FiveM vehicle: polygons, LODs and texture budget
- How to set up vehicle collision in Sollumz
- Buying FiveM vehicles: what to check before you pay
- FiveM car packs vs single vehicles
- Real-brand cars on FiveM: allowed or not?
