Assets & UI
Custom FiveM minimaps — how they work and how to install one
How the GTA V minimap is built from streamed tiles, installing a custom map, how postal codes work, and fixing blurry, missing or half-vanilla tiles.
How the GTA V minimap is built
The minimap you see in the corner and the full map on the pause screen are drawn from a grid of texture tiles that the game streams like any other asset. San Andreas is split into a matrix of images, each stored in a texture dictionary, plus a separate lower-resolution set used when the map is zoomed out.
- Tiles are named systematically — a row/column scheme the game resolves by name.
- Replacing the map means shipping texture dictionaries with those same names in your resource's stream folder.
- Because names are global, two minimap resources will conflict. Run exactly one.
- The LOD map is a separate, smaller set. Replacing only the detail tiles gives you a custom map that turns vanilla when the player zooms out.
01Installing a custom minimap
- Drop the resource folder into your resources directory.
- Add `ensure pityus_minimap` (or whatever the folder is called) to server.cfg.
- Disable or remove any other minimap resource. Two will fight and load order decides the winner.
- Restart the server fully — not just the resource — so the texture dictionaries are re-registered.
- Clear your client cache if you previously ran a different map. Cached tiles are the number one reason "it did not change".
# FiveM
%localappdata%\FiveM\FiveM.app\data\cache
# delete the cache folder, not the whole FiveM.appPostal codes: pixels plus a script
Postal-code maps are the standard in roleplay because they give players a shared vocabulary for locations — "meet me at 812" is faster than any street name. What people misunderstand is that the numbers on the map are baked into the texture. They are not data the game knows about.
- The map texture shows the numbers. That alone gives players something to read off the screen.
- A `/postal` command, a nearest-postal HUD element or a GPS waypoint by number needs a separate script with a coordinate list.
- The script's postal list must match the map you installed. Mixing a map from one pack with the coordinates from another puts players in the wrong place, confidently.
- Some servers prefer a clean map without postals for immersion. Both are valid — decide before you build the HUD around it.
Troubleshooting
| Symptom | Cause | Fix |
|---|---|---|
| Map did not change at all | Client cache, or the resource is not started | Clear the FiveM cache, confirm `ensure` in server.cfg, restart fully |
| Some tiles are vanilla, some custom | Two minimap resources running | Keep one, remove the other |
| Blurry map | Texture dictionaries recompressed at a lower resolution | Reinstall from the original pack; do not re-save the YTDs in a converter |
| Detail map is custom, zoomed-out map is vanilla | LOD tiles not replaced | Install the pack's LOD dictionaries too |
| Black squares over water | Missing or mismatched alpha in the sea tiles | Use a pack whose land and sea dictionaries come from the same source |
| Map is fine but the minimap shape is wrong | A HUD resource is overriding the minimap mask | Check your HUD's minimap settings, not the map pack |
Reshaping the minimap HUD
Changing the map image and changing the minimap frame are two different jobs. The square or circular minimap you see on modern roleplay servers comes from a HUD resource that swaps the mask and repositions the overlay — it has nothing to do with which tiles are streamed.
- Square, circular and rectangular minimaps are all mask swaps plus scaleform positioning.
- If you install a custom minimap and your HUD looks off, the HUD is what changed, not the map.
- Keep the map style and the HUD style in the same visual language — a neon map inside a chrome frame looks accidental.
Making your own
Building a minimap from scratch means rendering the full San Andreas map at very high resolution, slicing it into the tile grid, converting each tile into a texture dictionary with the correct name, and producing a matching LOD set. It is genuinely a rendering pipeline, not an image edit.
- Start from a high-resolution base map with a clean alpha channel separating land from water.
- Apply your palette and any effects at full resolution — never upscale afterwards.
- Slice into the tile grid at the exact dimensions the game expects.
- Convert each tile to a YTD with the correct texture name and sensible compression.
- Render the LOD set from the same source so the two never disagree.
- Test at every zoom level in-game, including the pause map and the GPS route overlay.
Frequently asked questions
Why is my FiveM minimap not showing after installing a custom map?
Usually the client cache. Delete the FiveM cache folder and rejoin. If it still shows the old map, confirm the resource is started in server.cfg and that no second minimap resource is running.
How do postal codes work on a FiveM map?
The numbers are drawn into the map texture itself. For /postal commands or a nearest-postal HUD you also need a postal script whose coordinate list matches the map you installed.
Does a custom minimap affect server performance?
No. It is streamed client content of roughly 20 MB and costs no server milliseconds. Its only cost is a small amount of client memory and download on first join.
Can I have a custom minimap and a custom HUD?
Yes, and they are independent. The map tiles are streamed textures; the minimap shape and position come from your HUD resource. Just keep them stylistically consistent.
Need this built, not just explained?
Ten years of FiveM work, from Lua to NUI
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