FiveM Development Guide

Sollumz 2.8 &
FiveM MLO Creation

The complete 2026 workflow for building, optimising, and shipping custom MLOs, vehicles, and props to a live FiveM server—without the guesswork. For developers who already know Blender.

10 Sections
2.8.x Current Line
Gen8 + Gen9 Both Editions
Free Updates for 2.x

You Know The Feeling

You've got Blender open and a model that looks right in the viewport.

It works locally, fails on the server

The asset streams fine on your dev machine. You push it to the live server and it's invisible, flickering, falling through the floor, or just not appearing at all. The Sollumz wiki assumes you already know what a YDR is. The YouTube tutorials skip the parts that actually break.

Outdated tutorials, every direction

The 2.7-to-2.8 jump broke a lot of older guides. The biggest community complaint in 2026 isn't "Sollumz is hard"—it's "every guide I find is from before the version I'm running." You waste a weekend on a workflow that no longer works.

PyMateria, XML, native binary—what?

2.8.0 introduced direct binary export via PyMateria. Half the tutorials still tell you to export CodeWalker XML. You're not sure which path is current, which is deprecated, and what the actual difference is—and nobody's put it in one place.

The Discord threads always end the same way

"Read the docs." "Check the wiki." "Just look at the Sollumz GitHub." Helpful in theory, useless in practice. This is the doc.

What You'll Be Able To Do

Outcomes, not features. By the end, you'll have shipped work, not just learned theory.

  • Build drawables, fragments, and full MLOs with embedded collisions, rooms, and portals. The kind of asset that loads cleanly on first deploy and doesn't fall apart when a player walks through the door.
  • Use Sollumz 2.8.0's native binary export—no more XML round-trips through CodeWalker on Windows. The same project, exporting to both Legacy (Gen8) and Enhanced (Gen9) builds at the same time.
  • Author materials, shaders, vertex colours, and lighting that survive the move from Blender to GTA V. No more invisible textures, no more "looks right here, broken in-game."
  • Apply LODs and performance optimisations across polygons, textures, and collisions. Assets that don't tank server FPS for everyone in a 200m radius.
  • Ship assets to a live FiveM server: resource folder layout, YMAP placement, server.cfg wiring, MLO teleports, and entity set control. The whole path from a .blend file to a working resource on a real server.
  • Structure YTD texture dictionaries and understand the embedded-vs-external trade-off for streaming and Tebex protection. Critical if you sell MLOs and don't want them ripped in a week.
  • Diagnose the streaming, visibility, collision, and export failures that hit most builders on their first server deploy. A dedicated troubleshooting section, indexed by symptom, not by tool version.
  • Target both Legacy (Gen8) and Enhanced (Gen9) builds from the same project file. You maintain one source of truth, not two parallel asset folders.

What's Inside

Ten sections. Built around the current Sollumz 2.8.x line.

  1. 01

    Introduction

    ~5 min · Beginner

    What Sollumz is, what 2.8.0 changed, and why the native binary path matters. The release timeline from GIMS EVO to where we are now.

  2. 02

    Prerequisites and Setup

    ~10 min · Beginner

    The full setup: Blender 4.0+ (5.0+ recommended), Sollumz 2.8.x, PyMateria install, project scale, and the XML fallback for non-Windows users. Get your environment right once, so the rest just works.

  3. 03

    Creating Buildings (YDR & MLO)

    ~30–45 min · Intermediate

    Importing vanilla buildings as reference, building YDRs from scratch, materials and textures, LODs, vertex colours, collisions, and full MLO interiors with rooms and portals.

  4. 04

    Creating Vehicles (YFT)

    Intermediate

    Importing existing vehicles, preparing your model, converting to fragment, materials and textures, the new automatic shattermap generation in 2.8.0, vehicle collisions, and rigging.

  5. 05

    Creating Props (YDR)

    Beginner–Intermediate

    Static and dynamic props: import, prepare, convert to drawable, materials, LODs, embedded collisions, and vertex colours.

  6. 06

    Optimization

    Performance

    Polygon count management, texture optimisation, collision optimisation, portal and room optimisation, and lighting optimisation. The "why does my server chug" section.

  7. 07

    Exporting to FiveM

    Binary / XML

    The native binary export path (Windows), the CodeWalker XML fallback (macOS / Linux), creating a YMAP for placement, and preparing files for FiveM. Includes the MLO-specific modifications.

  8. 08

    Server Loading

    Resources

    Copying resources to your server, adding to server.cfg, testing in-game, MLO teleports, and controlling MLO entity sets. The path from local file to live resource.

  9. 09

    Texture Dictionaries (YTD)

    YTD & Protection

    What a YTD is, embedded vs external trade-offs, the streaming math, organising your YTD folder structure, and protecting paid work via Tebex encryption.

  10. 10

    Troubleshooting

    Common Issues

    An indexed reference for the failures you will hit: asset visibility, MLO-specific issues, collision issues, 2.8.0-specific regressions, export and conversion failures, performance, and where to get help when you're stuck.

Honest About Who It's For

Not every guide is for every developer. Here's who gets the most out of this one.

This is for you if

  • You're comfortable in Blender—Object Mode vs Edit Mode, modifiers, UV maps, basic materials. If you don't know the difference yet, start with a Blender fundamentals course first.
  • You've hit the wall between "looks fine in viewport" and "works on a server." That's the exact gap this guide fills.
  • You build or want to build MLOs, custom vehicles, or prop packs for your own server or for sale.
  • You're self-taught and tired of stitching together 40 browser tabs to ship one interior.
  • You maintain an existing FiveM resource that's lost a weekend to invisible props or non-streaming YMAPs.
  • You're on Windows and want the native binary workflow, OR you're on macOS/Linux and want the XML fallback documented properly.

This isn't for you if

  • You're an absolute Blender beginner. The guide assumes you can navigate the interface, edit meshes, and apply materials. If you can't, learn that first—no guide can teach Sollumz and Blender at the same time.
  • You want a free YouTube alternative. Ten sections, indexed troubleshooting, and updates through the 2.x line isn't free to produce.
  • You want to learn Lua scripting, framework integration, or server administration. This is an asset guide. It doesn't touch code.
  • You're a vehicle scripter looking for handling.meta tuning, .meta files, or driving physics—that's a different resource.
  • You only need the new in-game MLO builders (like SB Studio). For that workflow, the guide is the wrong tool. My comparison post covers both approaches.

Questions Buyers Ask First

Honest answers. The things I'd want to know before paying.

What Blender version do I need?

Blender 4.0 minimum. The guide recommends Blender 5.0+ for the smoothest experience with Sollumz 2.8.x. Anything older than 4.0 won't load the add-on. If you're on 4.4 or 4.5, you need Sollumz 2.7.2 or later to clear a known terrain painter bug. If you're on 5.1, you need 2.8.3 or the archetypes UI breaks.

Do I need PyMateria, or can I work in XML?

PyMateria is required for the native binary workflow and is installed automatically the first time you enable Sollumz. It's Windows-only. The guide covers the full CodeWalker XML fallback for macOS and Linux users—same end result, just an extra step.

Does it cover the Enhanced / Gen9 edition?

Yes. The native binary export in 2.8.0+ supports both Legacy (Gen8) and Enhanced (Gen9) assets, and the guide walks through choosing the right game version on import and exporting to both formats from the same .blend file. Note: YMAP and YCD files still require CodeWalker XML—the native pipeline doesn't cover those yet.

Will my MLO actually stream on a FiveM server?

The guide covers the full path: file structure, YMAP creation, server.cfg integration, MLO teleports, entity sets, and an entire troubleshooting section indexed by symptom (visibility, collision, MLO-specific, performance). If you follow it, it streams. The two things that cause "it doesn't appear" are almost always a server.cfg include order issue or a YMAP placement error, both of which are covered.

Is this for scripters or for 3D builders?

3D builders. There's no Lua, no fxmanifest.lua walkthrough, and no handling.meta. If you want to build a custom MLO or vehicle and have it load cleanly on your server, this is for you. If you want to script the gameplay around it, pair this with a Lua resource guide.

How is the guide delivered?

It's a Gumroad product. You get a PDF plus browser-based access. Read it on the web, or download and keep it local.

Do I get updates when new versions ship?

Yes. Free updates through the Sollumz 2.x line. When 2.9 ships or a meaningful 2.8.x patch lands, the guide gets updated and you get the new version. No subscription, no extra cost.

Is this different from your free blog posts?

Yes. The blog covers decisions, comparisons, and version awareness (see Sollumz in 2026: What's Changed and Sollumz vs In-Game MLO Builders). The guide is the full operational workflow—ten sections, indexed, with troubleshooting by symptom. Different jobs.

One-time purchase

Get the Guide

£24.99

PDF + browser access. Free updates through the 2.x line.

  • All 10 sections of the workflow
  • Indexed troubleshooting reference
  • Quick reference (file formats, shaders, shortcuts)
  • Free updates for the Sollumz 2.x series
Buy on Gumroad

Or browse other FiveM resources on Tebex

Why I Wrote This

I've been building for FiveM since late 2017. I've shipped custom MLOs for clients, broken my own setups, fixed them, sold resources on Tebex, and watched the Sollumz ecosystem evolve from the GIMS EVO days to the native binary era we're in now. I wrote this guide because the version-aware workflow is genuinely hard to find in one place—and because the gap between "looks fine in Blender" and "streams on a server" shouldn't cost a weekend every time.

I'm not a 3D artist by trade. I'm a developer—self-taught from age 13, 17+ years professional, ex-BBC / Netflix / Channel 4. I approach tools like Sollumz the way I approach code: read the docs, read the source, build something, find the edge case, write it down. This guide is what I wrote down.

If you get value from it, come say hi on Discord. If you don't, drop me a line anyway—I want to know what didn't work.