About this resource
F4 Studio Map Editor is a standalone in-game map editor for FiveM. Press one key, fly to a spot, place what you want, and press Publish — every player on the server sees it a second later. No map resource, no restart, no coordinate lists.
When you want a permanent map instead, the same scene exports as a .ymap, a client.lua or a complete drop-in resource.
Works on QBCore, Qbox, ESX and standalone. No framework required. No SQL to run.
Build in the world, not in coordinates
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Raycast placement — every prop lands on the surface under your crosshair, standing on its base rather than sunk into the road
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A real transform gizmo: move, rotate and scale, in world or local axes
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Grid snap, angle snap, and a corner magnet that lines two walls up edge to edge without typing a number
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Align, spread evenly, and arrays in a line, a grid or a ring
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Multi-select, drag, duplicate, copy and paste — including between projects
Every prop, vehicle and ped the game has
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Just under twenty thousand models with thumbnails, in categories, behind one search box
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Any model this build has can be placed, listed or not — type its name and it is verified against the build, so a typo is red rather than a prop that never appears
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An area-fill brush that scatters copies inside a circle you drag — one drag is one undo step, not two hundred
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Favourites, and your own model list via
data/props.json
Organise a scene you will still be editing in three months
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Groups, locks and a searchable hierarchy — a file explorer for the scene
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Per-object and per-group hide and lock
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Saved sets you can stamp into the next project
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Autosave, server-side revision history, and sixty undo steps that survive the session
Lights, particles, people, cars and doors
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Lights — point, spot or laser, with colour, range, cone, movement, flashing and shadows
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Particle effects — twenty presets, or any dictionary and effect name
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Scenery peds — animations, clips and scenarios, frozen and invincible
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Scenery vehicles — locked by default, or drivable with the key handed to the player
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Openable doors — any prop can take a hinge; walking up to it opens it, and everybody sees the same door in the same state
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Motion on anything — spin, float, sway, orbit, drawn per client so it costs nothing on the network
Publish live — no restart, no map resource
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A released scene reaches every connected player in about a second
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Streamed per player: a four-thousand-object map costs each player only the part near them
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Schedules — which groups are visible at which hours, and dated releases that go live on their own
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Deactivate is one press, and the project is untouched
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Console commands, and exports for your own event scripts
Export and import
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.ymap (XML) — props as real streamed map data. Best performance: no object-pool entries, no script
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Resource — the .ymap plus an fxmanifest and a client.lua, as a folder you drop straight in
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Lua — a client script that spawns everything at runtime
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JSON — the backup; the only format that round-trips exactly
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Import CodeWalker and Map Editor XML, the placement XML other in-game tools write, or a .f4scene from F4 Studio
Two people, one scene
Open the same project and you are in the same room. Every edit arrives live as a delta, you can see where the other person is standing and what they have hold of, and two people pressing Save can never overwrite each other. Invitations and a host lock included.
For developers
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open_server.luaandopen_client.lua— outside the escrow, with hooks for who may edit, who may publish, notifications, HUD hiding, vehicle keys and lifecycle events -
Server exports to read projects, release, deactivate, reload and notify
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Client
sceneEntity(entity)turns an entity handle back into the object its author placed, so a target script can attach to published scenery without hard-coding a coordinate
Requirements
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OneSync
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Optional: oxmysql — projects go in your database instead of JSON files
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Optional: screenshot-basic — photographs on project cards
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Optional: a vehicle-keys resource, for drivable scenery cars
Questions people ask
Does it need a framework or a database?
No to both. QBCore, Qbox, ESX and standalone are all the same to it, and projects go in oxmysql if it is started or in JSON files if it is not. There is no SQL to run.
Do players have to download anything?
No. A released scene is built on each client from what the server sends — no map resource and no restart.
Can I use it to make a normal .ymap map resource?
Yes. Export as .ymap or Resource, run the one CodeWalker step, and you have an ordinary FiveM map you can ship anywhere.
Can I import an existing XML map?
Yes. CodeWalker .ymap.xml, Map Editor XML and the common in-game placement format are all read, and which one it is comes off the file's own contents. Custom models still have to be installed as their own resources.
How many objects can one map hold?
Four thousand per project by default, and each player only builds the part within 500 m of them, so the cost is the density of a scene rather than its size.
Can two people build the same map at once?
Yes — live edits, presence, invitations and a host lock.
What is open
Escrow, with config/core.lua, config/server.lua, config/catalog.lua, open_server.lua and open_client.lua left open and never overwritten by an update.
Documentation: https://f4-studio.gitbook.io/documentation/resources/f4-mapeditor
**Support: **https://discord.f4-studio.com