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MLOs, map edits and props with full collision and LOD chains, streamed and optimized for busy servers.

Muto Stained Glass — 33 Windows with Projected Light

Muto Stained Glass — 33 Windows with Projected Light

33 stained glass window props. Every window carries its own spot light with a projected texture baked into the model, so the coloured pattern of that window falls on the floor in front of it. No script and no light editor: place the prop and the light comes with it.

What is inside

  • 33 windows, no repeats: 13 Christian / Gothic, 10 Norse and 10 Turkish / Seljuk motifs
  • Lancet, gothic pointed, rose, ogee, Tudor and round-arch openings with stone and metal frames
  • One spot light per window, its projected texture generated from the glass of that window
  • Box collision on every window
  • Readable .ytyp for CodeWalker placement, plus a script example in the README

Performance

  • 76 to 1,148 triangles per window, 24,012 for all 33 - glass, leading and stone ornament are baked into textures
  • 9.3 MB models and 413 KB projection textures

Good to know

  • GTA V Legacy (Gen8) build
  • The light is on 24/24 and reads best in dark interiors
  • No LOD chain - these are interior and close-range props

Models and textures are escrow protected; the .ytyp stays open. The package lands in your Cfx.re account right after checkout.

Map
£12.99
Bone Throne — Ossuary Statue Prop (3 Finishes)

Bone Throne — Ossuary Statue Prop (3 Finishes)

Bone Throne

A hero set-piece for servers that go dark - a seated figure on a pile of bones and skulls, with a fan of femurs rising behind it like a backrest. Built for cults, catacombs, morgues, apocalypse maps and horror RP.

Inspired by the work of Ken Barthelmey on ArtStation.

It does not shine

Most bone props in FiveM read as wet plastic. This one is matte by design: wetnessMultiplier is 0 so rain never glosses it, the specular map averages 11/255, and the default atlas is colour-graded to a chalky ivory instead of the raw scan's brightness.

Tested in game under persistent heavy rain, with a vanilla stone prop beside it as a control: the ground soaked and the control wetted, the throne did not.

Three finishes

  • muto_bonethrone - clean ivory, a kept ceremonial piece
  • muto_bonethrone_aged - weathered, earth and grime still in the bone
  • muto_bonethrone_raw - near-black, for lit interiors

Three separate models built from the same sculpt, each with its own collision, its own four LOD levels and its own embedded textures. Stream only the ones you use.

Real collision, real LODs

Three box bounds on the SANDSTONE_SOLID material - blocks peds, vehicles, bullets, camera and AI cover - without the frame cost of per-triangle collision on a 56,000-triangle lattice. Four LOD levels per finish: 56,492 / 17,997 / 4,998 / 1,398 triangles, switching at 40 / 90 / 180 / 400 m.

A placement system, not just a model

Stand where you want one, run /bonethrone_here, and paste the line the server prints into the config. Coordinates are read from your ped server-side, so the command cannot be spoofed. Thrones outside your spawn distance are never created - nothing streams and nothing ticks until a player is close.

Optional ox_target or qb-target interaction per placement, firing an event of your choosing. If neither resource is running it is skipped silently and the prop still spawns. No framework dependency - QBCore, QBox, ESX and standalone all work.

What you get

  • Three .ydr models and one .ytyp with three archetypes
  • 1.80 m tall, 1.86 x 1.47 m footprint
  • 3 textures per finish, 1024x1024 DXT1 with full mip chains
  • About 7.5 MB per finish, 22 MB for all three
  • Open files: shared/config.lua, locales/en.lua, locales/tr.lua
  • English and Turkish included

Requirements

None. ox_target or qb-target are optional.

Map
£5.00
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