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v1.2 · ESX · QBCore · Standalone

Build the scene.
Then take it with you.

An in-game FiveM editor that places props, vehicles and peds with one tool — and finishes the job: a real, startable ymap resource and a map that comes back after every restart.

Place anything.

15,946 props, 843 vehicles and 830 peds in one catalogue, under one gizmo. Paint the car, tint its windows, give the ped a pose — it all saves with the map. Most editors stop at props.

The volume problem

Fifty props, one drag

Hold B, pull a rectangle, and the whole selection moves as one. Align, distribute, mirror, rotate, rescale — one action, one undo, per player.

The export problem

Your map leaves the editor

Export writes a complete, startable resource with real streaming extents. Stop the editor entirely and the map is still standing.

The persistence problem

Every prop comes back

Placements live on the server and are pushed to every player on join. Same coordinates, same rotation, same scale.

Stop building maps you cannot move.

Get the editor
19.99 €24.99 €
Scroll
In game

See it running

The full walkthrough, recorded in game — placement, editing, fill and export from start to finish.

Not just props

The parts other editors skip

These are frames from the game, not illustrations. Scroll to move through the deck.

Map editor catalog on the vehicle tab: 843 vehicles listed, with a placed ATV selected and its gizmo visible.
Editor catalogue on the ped tab, listing animal models, with two peds placed in the scene and one selected under a gizmo.
Vehicle customization panel: colour palette, plate field, window tint options and modification list, next to the vehicle's property panel.
Area fill panel: a green polygon drawn across a road, with an estimate of 182 props and controls for spacing, scale and distribution.
Three props captured by box selection, with a mass edit panel above offering position, rotation, scale and arrange tabs.
A night scene with a prop turned into a light source, its cone falling on the surface around it and a range label above.
The redesigned editor interface: 972 props under the nature category, with a vase selected in the scene under a rotation gizmo.

No longer props only

The same editor now places 843 vehicles and 830 ped models. Switch the catalog between Object / Ped / Vehicle — the gizmo and every editing tool behave identically across all three.

Preview

What you see is what gets built

Fill spawns real translucent props before anything is written — scale variation, spacing, height jitter and slope alignment all visible while you tune them. The preview and the result run through the same code, so the ghosts are not an approximation. Array duplicate repeats a selection along a line or around a circle.

Everything else it does

The parts that do not need an animation to explain themselves, but that you will use every session.

Scale that sticks

Size props with T or type an exact value. Scale is stored with the prop and survives rotation, resync and export.

Named projects

Save a map under a name, load it back, or merge one into another. Every load is backed up first and one undo away.

Per-player undo

Undo and redo track your own actions, so two builders on the same server never revert each other.

Layers

Group work into layers, hide what you are not touching, and export a single layer on its own.

Light placement

Place and tune spot and point lights with on-screen locators, so you can see where a light actually is.

Import with staging

Bring a map in as translucent ghosts, position it, drop it to the ground, offset or rotate it around its own centre, then commit.

World prop removal

Suppress the GTA V objects that are in your way — permanently, and for everyone on the server.

Framework-native permissions

The editor opens only for players your own ACE, QBCore or ESX rules allow. There is no parallel permission list to maintain.

15,946 props indexed

Search the full catalogue by concept as well as by name, keep favourites, and build your own categories.

Ped and vehicle placement

Vehicles and peds place, move, layer and export exactly like props. Peds can be given an idle pose; vehicles can be locked and made invincible.

Vehicle paint and mods

Primary and secondary colour, pearlescent, wheel colour, window tint, plate and 18 modification slots — editable while placing and afterwards, stored with the map.

aty-ui interface

All sixteen panels now speak one design language. Not a single browser-default control remains — sliders, switches and the colour picker included.

Ten keys, no conflicts

Every binding was checked against the others and against the default game controls. Press H in the editor for the full sheet.

BBox select
TScale prop
XSurface align (hold)
L-CtrlGrid snap (hold)
VVertex snap (hold)
Ctrl+ZUndo
Ctrl+YRedo
Ctrl+CCopy / paste
HHelp sheet
BackspaceExit editor

At a glance

Frameworks
ESX, QBCore, standalone via ACE
Requires
aty_lib, ox_lib
Exports
YMAP resource, JSON, Lua, Blender
Prop catalogue
15,946
Interface
English, Turkish
Updates
Free for life via Keymaster

Questions people actually ask

No. Export the map as a resource, ensure it in server.cfg, and it streams like any other map resource. The editor can be stopped completely.
Nothing is lost. Placements are stored on the server and pushed to each player on join, so the map rebuilds itself at the same coordinates, rotation and scale.
Yes — position, rotation, scale, freeze, collision, layer and even the model itself, one prop at a time or across a whole selection.
Only players your framework already permits. Permission runs through ACE, QBCore permissions or ESX groups, and without it the command does nothing at all — the menu does not open.
Yes. The world eraser suppresses native props permanently, so fences, benches or barriers blocking your build stay gone for everyone.

Stop building maps you cannot move.

Props, traffic and crowds from one in-game editor — with an export that produces a resource you actually own.

ATY Scripts LogoATY SCRIPTS

Crafting highly optimized FiveM scripts for QBCore & ESX. Maximum performance, precision code, zero lag.

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Official partners with Tebex. Secure checkout and Cfx.re Keymaster integration.

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Not affiliated with Rockstar Games, Cfx.re, FiveM, or Take-Two Interactive. Purchases bound by Tebex Terms of Service.

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