For the complete documentation index, see llms.txt. This page is also available as Markdown.

Migrate From v2

v3 is a ground-up rewrite, but it was built to upgrade in place: your placed decals survive, and the customer-edited files from v2 keep working. The resource is renamed (rm_decalv2 becomes rm_decalv) and a second resource, rm_decalv_assets, now carries the decal types and textures.

What carries over automatically: every sticker and graffiti in the database (same tables, missing columns are added on first start), discord_log.lua copies, event handlers written against the v2 names, and custom decal entries in the old flat decals.lua format.

1

Back up your customizations

Before touching anything, copy these out of your old rm_decalv2 folder:

  • cfg.lua (to read your old values from, not to reuse as a file)

  • your custom decals.lua entries and their images from assets/

  • server/discord_log.lua if you edited it

  • your locale file if you translated one

A database backup never hurts, but the upgrade does not drop or rewrite existing rows.

2

Remove v2 completely

Delete the rm_decalv2 folder and its ensure rm_decalv2 line. Do not run v2 and v3 side by side: v2 ships its own gta5.meta, and the two resources would fight over the level meta.

3

Install v3

Follow the Installation page: both folders (rm_decalv + rm_decalv_assets) into resources, both ensured in server.cfg.

4

Port your configuration

The new cfg.lua is reorganized, so re-apply your old values by hand instead of copying the old file over. Shared settings kept their names (vehicleOwnerCheck, blacklistModels, commands, items, ...); the one move is cfg.framework, which is now cfg.bridge.framework and defaults to 'auto'. Everything else you'll find in there is new in v3, with safe defaults, and the file is fully commented.

5

Port your custom decals

Copy your custom images into rm_decalv/assets/ and your entries into the new decals.lua. The old flat array format still loads as-is, but the new grouped format (category blocks with inherited permissions) is worth adopting, see Adding decals.

6

Port edited files and translations

  • discord_log.lua: your v2 copy works unchanged, drop it into rm_decalv/server/.

  • Locale files: copy yours into rm_decalv/locales/, then compare against the new en.json. v3 added keys (editor, admin panel, imports) and renamed two (back_decal_choise → back_decal_choice, back_pozition_adjust → back_position_adjust). Untranslated keys fall back to showing the key name, so the interface stays usable while you catch up.

7

Restart the server

A full server restart (not a resource restart) is required once, so every player's next join mounts the new decal types from rm_decalv_assets.

8

Verify

Join, open /decals, and check that your v2 decals render in the world. If anything looks off, the Troubleshooting page reads the debug overlay card by card.

Last updated