> ## 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.

# Export as a resource

> Turn a project into a FiveM resource folder and update it when the project changes.

**Export** writes the project as a FiveM resource: the game files, an `fxmanifest.lua`, and a `README.txt` with install notes. The project needs content to export: a texture with a visible layer, a structure, a prop, or an emergency vehicle set to **New model** or with at least one customization.

## Export for the first time

**1. Open the Export menu**

Click **Export** in the project bar. **Folder** exports to any folder. **FiveM servers** lists the servers you linked, so you can export straight into one. [Link a server](/projects/hot-reload.md#link-a-server) first if the list is missing.

![Export menu with Choose folder and a list of FiveM servers](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-destinations.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=a97cefcaa880078d3bc4d481054e507f)

Export destinations: a folder and four linked servers.

**2. Choose the destination**

Click **Choose folder…** or a server, then pick a folder. For a server, pick a folder inside its `resources/` folder, or a category folder inside it: FiveM does not load a resource from anywhere else.

**3. Check the resource folder**

The dialog proposes a **Resource folder** name and shows the final path below it. Change the name if you want, then click **Export**.

![Export to a folder dialog with the Resource folder field and the final path](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-folder-name.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=13599a7b915a925a845d3214fd27b1d1)

The resource folder name and where it will be created.

**4. Follow the progress**

**Exporting project** goes through four phases: **Check the document**, **Write the game files**, **Generate fxmanifest and README**, and **Publish to the destination folder**.

![Exporting project dialog with four phases and Cancel export](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-running.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=8837de7426fd0de58b9c385d2c382208)

An export in its second phase.

**5. Read the result**

**Project exported** lists the generated game files with their sizes. The folder also contains `fxmanifest.lua` and `README.txt`, which are not listed in that table. **Open folder** shows the result in your file manager.

![Project exported dialog with a table of files written](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-done.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=cdb6a0324ddc895be50d6aa704392e23)

Game files written by the project export.

Keep the exported resource folder under the server's `resources/`. Add `ensure <resource>` to `server.cfg`, replacing `<resource>` with the exported folder name, then restart the server. Rageon does not add this line for you.

## The folder name

The app cleans the name to lowercase letters, digits, `_`, and `-`, with no accents. It trims this cleaned name to 60 characters before adding `r_` if it starts with a digit. An empty **Resource folder** field uses the project name; a name with no usable characters becomes `rageon_mod`. The path under the field shows the result; the field itself stays as you typed it.

## Update an export

A destination you already used exports at once when you click it, with no dialogs. The new export replaces the previous resource completely: a file the project no longer produces disappears from the folder.

* To change the folder or the name without exporting, use **Resource folder and name…** on the destination, adjust, and click **Save**.
* Inside a texture edit, structure, prop, or vehicle, the project menu has **Export** (**Ctrl+E**). It repeats the one destination the project remembers. With none or several remembered, it uses **Choose folder…**. A remembered folder destination updates directly; otherwise, Rageon asks for a folder and resource name.
* If the remembered folder no longer exists, Rageon asks for a folder again.

> [!WARNING]
>
> Exporting over an existing resource replaces everything in it. If you changed files in that folder by hand, copy them out first.

## Minimize or cancel

**Minimize export** hides the dialog and the export keeps running. Follow it, and reopen it, from the Tasks list. **Cancel export** works until the last phase starts. A canceled export publishes nothing, and the previous resource stays as it was.

![Export canceled dialog saying nothing was published](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-canceled.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=ba6aeb95acd7d07377799cecc8b20612)

A canceled export leaves the destination untouched.

## Warnings

Read **Warnings** before installing the resource. Some warnings mean part of a vehicle's requested changes was left out; a successful export does not guarantee every change was written.

![Project exported dialog with a Warnings section showing 4](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/projects/projects-export-finished.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=b7f711f2a1bd044b5690db58f430cca6)

A finished export with four warnings.

## What each tool writes

Texture edits, structures, props, and emergency vehicles all go into the one resource. An emergency vehicle with a new model exports to its own folder under `stream/`. Colors, sirens, and handling go into the vehicle's meta files, and parts, wheels, and extras need the Lua snippet in the export's `README.txt`, run by your server script after each vehicle is created. See [Emergency vehicles](/projects/emergency-vehicles/overview.md).

For emergency vehicles, `carvariations.meta` holds color overrides, `carcols.meta` holds edited sirens, and `handling.meta` holds handling changes at the resource root. A **New model** also adds `vehicles.meta`, `viaturas.lua` for the in-game name, and model files under `stream/<spawn name>/`. Vehicles with lightbars also write `.yft` model files under `stream/<model>/`. Files are included as needed.

For in-game texture swaps, install and start `rageon-bridge` before starting the exported resource. If export warns that the server's bridge is missing or outdated, update it in **Settings** › **Bridge** and restart the server. Export can still finish with this warning.

## Limits and plans

Export checks textures per project, structures per project, and interiors per structure against your current plan. Servers beyond your plan's limit stay in your list but do not appear as destinations. Details are on the [pricing page](https://rageon.dev/pricing).

## Troubleshooting

> **The project has nothing to export: no texture with layers and no structure, prop or emergency vehicle with content.**
>
> Add content first. Texturing needs a visible layer. A **New model** is enough; a vehicle set to **Changes the game model** needs at least one customization.

> **No visible layer to export.**
>
> Every layer of the texture is hidden. Show one.

> **No content could be exported.**
>
> No usable content was generated. If a vehicle is empty, set it to **New model** or customize it; also check for hidden texture layers.

> **The folder must be inside the server's resources/ — outside it FiveM does not load the resource.**
>
> Pick a folder inside the server's `resources/` folder.

> **The destination folder exists and is not a resource. Choose another name.**
>
> The existing folder has no `fxmanifest.lua`. Choose another **Resource folder** name.

> **The destination folder is in the app sources, and its ….yft is already the previous export. Remove the folder from the app sources or export to another folder.**
>
> You exported into a folder the app reads as game files. Export somewhere else, or remove that folder from the game sources the app reads.

> **Export blocked: …**
>
> The Checker of a structure, prop, or vehicle found an error. Open the item and fix what it lists. For vehicles, see [Checker](/projects/emergency-vehicles/checker.md).

> **Two liveries use different entries of model "…".**
>
> Two liveries of the same car point at different entries. Keep one.

> **The new model "…" also receives a Texturing livery.**
>
> Texturing edited the new model of an emergency vehicle. Remove the livery edit for that spawn name. A **New model** cannot export with a Texturing livery targeting the same model. See [Liveries](/projects/emergency-vehicles/overview.md#liveries).

> **Emergency vehicle "…" (…) is missing …; the resource was not published.**
>
> Rageon could not read part of the vehicle from the game files. Read the warnings of the export and try again.

> **An export is already in progress**
>
> Wait for the running export to finish.

> **Your session predates the plan limits. Sign in to your account again.**
>
> Sign out and in again.

> **Export failed: …**
>
> Read the reason after the colon. Nothing is published when an export fails.


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