> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Glossary

> The game and Rageon terms used across these docs, one line each.

| Term | Meaning |
| - | - |
| **Archetype** | The name the game uses to spawn a model. A structure or prop name becomes its archetype name. |
| **Asset** | An item Rageon lists and opens: a vehicle, ped, clothing piece, weapon, prop, texture, and so on. See [Browse assets](/assets/browse.md). |
| **Checker** | The list of errors and warnings Rageon raises on a structure, prop, or emergency vehicle. An error blocks export. See [Checker](/projects/structures/checker.md). |
| **Credits** | The balance you spend on AI texture generation. You buy them on the website, apart from your plan. See [Credits](/account/credits.md). |
| **DLC pack** | A content update of the game. Assets can be filtered by pack, and Map can show the game as of a chosen pack. See [DLC level and add-ons](/map/content.md). |
| **Drawable** | A 3D model in the game: `.ydr` is one model, `.ydd` holds several (the parts of a ped), `.yft` is a vehicle or breakable object. For clothing, it is also the number of a piece within its slot. |
| **Emergency vehicles** | The project tool that turns a game car into an emergency vehicle, with its own colors, parts, lightbars, sirens, and handling. See [Emergency vehicles](/projects/emergency-vehicles/overview.md). |
| **Entity set** | A named group of props that the game switches on and off together. See [Entity sets](/projects/structures/entity-sets.md). |
| **Entrance** | A portal from a room to the street. An interior needs at least one, or players cannot get in. See [Portals and openings](/projects/structures/portals-and-openings.md). |
| **Extra folder** | A folder with mods that Rageon reads together with the game, set under **Directories** in **Settings** › **App**. Its content wins over the base game. See [App settings](/settings/app.md). |
| **Freemode ped** | The online character, built from many pieces. Rageon shows it on a mannequin. |
| **GLB** | A 3D file format that Blender and most other 3D programs open, with textures inside. See [Export files](/assets/export-files.md). |
| **Hot reload** | Sending the open structure to your own FiveM server so you see edits without exporting. See [Hot reload](/projects/hot-reload.md). |
| **Livery** | A new paint scheme for a vehicle, painted on an unfolded template. See [Liveries](/projects/texturing/liveries.md). |
| **LOD** | A lower-detail version of a model or area that the game draws at a distance. The Map's technical view can color surfaces by detail tier. See [Technical view](/map/technical-views.md). |
| **Mannequin** | The base figure that Capture and the Viewer dress with clothing, hair, and wearable props. See [Mannequin](/capture/mannequin.md). |
| **Map library** | The Los Santos map that Rageon builds from your game files, or downloads ready-made, before **Map** opens. Clear it in [Settings: Cache](/settings/cache.md). See [Generate the map](/map/library.md). |
| **MLO** | An interior of the game, or one you build in Rageon, made of rooms, portals, and entity sets. In Rageon, a structure part with at least one room is an MLO. See [Structures](/projects/structures/overview.md). |
| **Opening** | A hole cut in the generated walls of a room. A portal cuts its own opening. See [Portals and openings](/projects/structures/portals-and-openings.md). |
| **Part** | A piece of a structure with its own position and heading. A part with rooms is an interior; a part with none is the exterior. See [Structures](/projects/structures/overview.md). |
| **Portal** | A flat opening that links two rooms, or a room and the street. It has a direction. See [Portals and openings](/projects/structures/portals-and-openings.md). |
| **Project** | A `.gxp` folder that holds your texture edits, structures, props, and emergency vehicles. You export it as one FiveM resource. See [Projects](/projects/overview.md). |
| **Prop** | A custom object you model once and place in any structure of the project or spawn from a script. See [Props](/projects/props/overview.md). |
| **Queue** | A list of models and interiors in the Export tab that you convert in one run. See [Export](/export/overview.md). |
| **rageon-bridge** | The resource Rageon installs on your FiveM server. Hot reload, weapon skins, and in-game texture swaps need it. See [Bridge](/settings/bridge.md). |
| **Resource** | A folder that a FiveM server loads. A project export produces one. See [Export as a resource](/projects/export.md). |
| **Room** | A volume of an interior, drawn as a floor outline with a ceiling height. See [Rooms](/projects/structures/rooms.md). |
| **RPF** | A game archive (`.rpf`) that stores models, textures, and data. Rageon reads the game's archives and those in your extra folders. |
| **Skin** | A weapon texture that your server applies by id. It works only on a FiveM server, through `rageon-bridge`. See [Weapon skins](/projects/texturing/skins.md). |
| **Structure** | The document you edit in the Structures tool: one file in the project with one or more parts. See [Structures](/projects/structures/overview.md). |
| **Texture dictionary** | A `.ytd` file that packs textures. A model can carry its own or use a shared one. |
| **Timecycle** | The game's lighting settings by hour. A room can pick a timecycle modifier for the light inside it. See [Rooms](/projects/structures/rooms.md). |
| **Tint** | A selectable color on a weapon's palette. See [Weapon tints](/projects/texturing/tints.md). |
| **Variation** | One texture version of a clothing piece. Each variation is a separate row in Assets. See [Clothing](/assets/clothing.md). |
| **ymap** | A `.ymap` file that places objects on the map. |
| **ytyp** | A `.ytyp` file that defines object types (archetypes), such as the interiors and props of a mod. A ymap places them. |


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