Using Appearance — FiveM Clothing Store Creator Guide | Quasar Store | Quasar Store
Documentation
Usage
How to use the Appearance creator: draw clothing stores in game, photograph add-on clothing into the catalogue, manage ped models and gloves, set per-shop stock, and the player's clothing menu, outfits, barber, tattoo and character creation flows.
There is a third, smaller surface: an Admin panel that appears inside the ordinary clothing menu when an admin opens it. That is where stock, job outfits and top-to-hands mapping are done, because all three need you to be standing in the shop.
Almost nothing is configured in files. Shops, prices, labels, photos, stock and the ped list are rows in your database, edited in game and applied live. Escape closes either window.
Twenty-nine shops, already placed, each with its own zone, blip and entry price. The catalogue behind them is already photographed, so the first player to walk in sees pictures rather than a grid of numbers.
Shipped
Amount
Clothing rows, photographed and priced
~28,900
Ped models
1,009
Glove variants across 39 hand categories
2,575
Top-to-hands mappings
7,568
Parent faces for inheritance
89
Stores on the map
29
Shop types are Clothing, Barber, Tattoo and Surgeon, each opening a different set of categories and charging its own price. Config.ShowNearestShopOnly thins the blips down to the closest of each type if 29 markers is too many for your map.
Creator → Shop Creator → New Shop. The left pane lists every shop with a search box; the right pane is the form.
Name it and pick its type
The name must be between 4 and 16 characters. The type decides which categories the menu opens with and which price applies: Clothing, Barber, Surgeon, Tattoo or Mask.
Set the blip
Toggle Activate blip on map and choose its name, sprite, colour and scale from picture pickers. Leaving the toggle off creates a shop with no marker — useful for a hidden boutique.
Draw the zone
Press Draw Zone. The window closes and you are given a free camera. Left-click the corners of the building; the outline is red while the zone is invalid and turns green once it is accepted.
Key
Does
W A S D
Fly the camera.
Left click
Place a point.
Right click
Undo the last point.
Scroll
Raise and lower the zone's height.
Enter
Confirm.
Every binding, and the camera's speed and sensitivity, live in Config.ActionControls and Config.CameraOptions.
Create it
Press Create Shop. It appears for every player on the server immediately — no restart, no config entry.
FiveM clothing store creator drawing a polygon shop zone with the store configuration panel open
Clicking an existing shop opens the same form as Edit Shop. Each row also carries a Teleport action that closes the creator and drops you in the middle of that zone — the fastest way to check a shop you placed from across the map.
The shipped catalogue is already photographed. You only need this tab when you add your own clothing packs. It needs Config.ImageSaver.enable = true, screenshot-basic and greenscreen-map started — without the green-screen map the run refuses to begin.
Creator → Catalog Images. Pick a section — Components, Props or Ped Heads — then the ped models and the slots to shoot. Two slot modes:
Capture every slot in this category — clicking a slot excludes it rather than selecting it.
Pick specific slots — search, select, and optionally set a first and last drawable id that applies to each selected slot.
Leave Skip already captured photos on. Then press Start Capture. The creator closes and an overlay walks through preloading, capturing, uploading and saving, counting what it captured, skipped and could not use. A Finish button stops the run early and keeps everything shot so far.
FiveM clothing store catalog filled with automatically generated clothing preview images
Two things ruin photographs quietly: ambient occlusion and post-effects. Before a run, set Ambient Occlusion off and Post FX to Normal in your own graphics settings. Appearance freezes the time and weather itself if it recognises your weather resource.
Items a pack declares but ships no model for are skipped and reported as unusable; that is a broken pack, not a broken capture. /camera-creator is the companion tool for tuning the camera angle of a slot before a big run — it exports a snippet you paste into Config.ImageSaver.drawableList.
This tab replaced editing a list of ped names in a file. The sidebar counts how many peds are total, visible, hidden and missing a photo, and warns when the game cannot load one — usually a typo, or a streaming resource that is not started.
Action
What it does
Add peds
Type model names, one per line or comma-separated. Only models the game can actually load are added, and the rejects are named back to you. A ped already in the list is simply made visible again.
Hide / Show
A hidden ped disappears from the player's ped picker. Anyone already wearing it keeps it.
Hide all except freemode
The usual choice for a serious roleplay server: players get only the two freemode characters.
Take photos
Photographs the selected peds, or just the ones with no photo. Existing photos are skipped unless Overwrite existing photos is ticked.
Delete
Removes a ped and its photo. Shipped peds and anything still listed in config/peds.lua cannot be deleted — they would come back on the next start. Hide those instead.
Filter by visibility, photo, shipped or custom, gender, and by group — Freemode, Ambient, Animals, Service, Gangs, Story, Unique, Multiplayer, Other. Click a card to select it, shift-click for a range. Nothing here needs a restart.
GTA ties hands to tops: the wrong hand drawable under a jacket produces floating sleeves or bare forearms. Appearance solves it in two steps, and the order matters.
Group the hands into categories
Creator → Glove Categories. Press New Category, pick a base hand from the catalogue, and that hand becomes the category's first variant. Then use Add from catalog to add every hand that looks like it — gloved, bare, long-sleeved — selecting several at once. Hide items already used in other categories stops you putting the same hand in two places.
This needs component 3 (Hands) to be photographed first; without it the picker is empty.
Map each top to a hand category
This one happens inside a shop, not in the creator. Walk into a clothing store as an admin, open Admin → Top → Hands, pick one or more tops on the right and then the hand category on the left. Ctrl and Shift multi-select, so a whole collection can be mapped in a few clicks. Press Save when the drafts look right.
7,568 mappings ship for the vanilla catalogue, so this is only work for clothing you add yourself.
Add-on clothing comes in two shapes, and they need opposite treatment. A replace pack overwrites vanilla garments, so the catalogue already has the row and only the photograph is stale. An addon pack adds new garments that have no row at all.
Scans every started resource for clothing pack files and lists what it found, labelled Replace or Addon with a slot count. Packs that need an asset pack are flagged.
Replace Pack
Marks the vanilla catalogue rows a replace pack has overwritten. Use File scan — it reads filenames, takes seconds and needs no screenshots. Preview only shows what it would change first.
Addon Photos
Photographs the garments that have no catalogue row yet and marks them as addon. Needs the image saver on.
There is also an advanced Hash verification mode that fingerprints what the game actually renders and compares it against the photo in your catalogue. It is slow, it only works on slots that already have photos, and it exists for the case where a file scan cannot tell whether a pack replaced something. Start with the file scan.
Browse and edit the catalogue directly: pick a slot type and a slot, filter by collection, subtype, or the chips for rows with no label, no image, blank, addon, replaced or no AI metadata, and sort by id, name, collection or price.
Clicking one row opens its details — label, price, base type, subtype, colours, tags, image URL, game build, and the blank / addon / replaced toggles. Two buttons are worth knowing:
Wear — puts the garment on your character right there. If an item looks empty in the catalogue, this tells you whether the row is wrong or the clothing pack is.
Recapture photo — reshoots just that item.
Select many rows — shift-click for a range, Select all filtered for everything matching your filters — and Bulk actions will set a price, set a base type and subtype, add a label prefix or suffix, mark or unmark the blank, addon and replaced flags, or delete the rows outright. This is how you price a whole collection in one go.
FiveM clothing store admin panel showing catalog item management with product list and prices
What a player sees. They walk into a zone, get an [E] prompt showing the shop type and its price — or a third-eye option if Config.UseTarget is on — pay the entry fee, and the menu opens. The player is frozen and made invincible while they shop.
The left rail holds the categories the shop sells:
Category
Holds
Outfits
My Outfits, and Job Outfits when opened from a clothing room.
Character
Ped Select, Inheritance, Ped Scale, Face Features, Hair, Eye Color and the ten head overlays — blemishes, beard, eyebrows, ageing, make-up, blush, complexion, sun damage, lipstick, moles and freckles, chest hair, body blemishes.
Masks, Neckwear, Hats, Eyeglasses, Earrings, Left arm, Right arm.
Tattoos
One page per body zone: Torso, Head, Hair, each arm and each leg.
The catalogue itself can be searched and filtered by sort order, source (vanilla, addon, replaced), collection, colour and a price range, with Only what I can afford, Favorites only, Random outfit and Reset this slot. Drag to rotate the character, scroll to zoom.
FiveM appearance menu displaying facial feature sliders and a real-time character preview
Clicking an item puts it in the basket on the right. Nothing is charged until checkout, and clearing the basket puts the character back exactly as it was. At the bottom: Save Current Outfit (available when the basket is empty) and the checkout, which asks for Cash or Bank. Trying to leave with a full basket asks first.
A Settings button offers Use input instead of images, which swaps the photo catalogue for arrow and number inputs. Players on weak machines like it, and it is the only way to browse a non-freemode ped, which has no catalogue photos at all. Hide the button entirely with Config.AllowRangeInputToggle = false.
Under Outfits → My Outfits, selecting a saved outfit previews it on the character before anything is applied. From there a player can confirm it, delete it, or share it.
FiveM wardrobe menu showing saved outfits with previews
Sharing sends an outfit to a player standing within a few metres, who can then wear it on their own character. It costs Config.ShareOutfitCost — 5,000 by default — and only lists nearby players, so it stays a face-to-face thing.
A clothing room is a zone only a job or a gang can use. They are defined in Config.ClothingRooms in config/job.lua, each with an id, a job or gang name, and either coordinates with a size and rotation or a polygon of points. A player whose job does not match gets no prompt at all.
Creating the uniforms happens in a shop, not in a file. As an admin, walk into a clothing store, open Admin → Job Outfit, turn the mode on, dress the character, then press Save and give it a name, a job and the grades that may wear it. It appears in that job's clothing room immediately.
Three variations on the same menu, each opening only the pages that belong to it.
Barber
Hair, beard, chest hair, eyebrows, make-up, blush, lipstick and eye colour. Each overlay offers a style, a colour, a second colour and an opacity; hair adds colours and highlights. Setting Config.AutomaticFade = true handles the fade automatically and removes the manual control.
Tattooist
The tattoo pages only, one per body zone, with an opacity per tattoo and a price charged per tattoo on top of the shop's entry fee. The list lives in config/tattoos.lua.
Running qs-tattoo-creator alongside it is supported and needs no setup. Appearance clears and reapplies the ped's decorations whenever tattoos change, and fires qs-appearance:client:tattoosApplied immediately afterwards so the tattoo creator can put its own runtime tattoos back on top. Any script that paints decorations on a ped should listen for that event rather than clearing them itself.
Plastic surgeon
Ped select, inheritance, body scale, and twenty face sliders grouped into nose, eyebrows, cheeks, eyes and mouth, jaw, chin and neck. Also ageing, complexion, sun damage, moles and freckles, chest hair, body blemishes and eye colour.
Inheritance picks a mother and a father from 89 shipped faces with shape and skin mix sliders, and a randomise button.
Body height lives behind Config.EnableScale, which ships off. It is marked experimental for a real reason: GTA does not scale a ped's bullet hitbox with its model, so the further a player is from normal height, the worse shots land. Turn it on knowingly, and keep Config.Scale.min and max tight.
Side-by-side comparison of two FiveM characters with different heights created in Quasar Appearance
On a character's first spawn, Appearance dresses them in Config.InitialPlayerClothes, moves them into their own routing bucket so nobody watches them get changed, and opens the full menu with every category enabled.
The Cancel button is greyed out. The player cannot leave until they finish, which is the point — there is no half-made character and no default ped walking around. When they are done the appearance is saved and the bucket is reset.
FiveM character creation screen in Quasar Appearance with clothing, hair and tattoo categories
Every shop can sell a different subset of the catalogue, and it is set from inside the shop. Walk in as an admin, open Admin → Stock, turn stock mode on, and tap the box icon on the items to add or remove. Press Save and customers stop seeing them straight away.
Stock is stored per shop and per ped model, so a boutique can stock women's clothing on the female freemode ped and nothing on the male. It is the tool for making 29 identical shops feel different without touching the catalogue.
Every one of these actions is re-checked on the server. The Admin panel is hidden from players, but hiding it is not what makes it safe — a non-admin who forges the call is refused anyway.