Convert Weapons
Upload a full weapon mod (a new gun with its own weapons.meta) or paste a link. We wire the real WEAPONINFO_FILE/WEAPONCOMPONENTSINFO_FILE registrations and check for name collisions - your weapon's stats stay exactly as the source authored them.
Start here
Run Convert Weapons on a copy of your source files
PulseConvert → Convert
Open the workflow: PulseConvert → Convert. If the tool is locked, check its access notice instead of assuming it is available to your account.
Prepare the exact kind of input listed for this feature: Bring a supported weapons source archive or use an available supported download link. Keep an unchanged backup and ensure you have permission to reuse the assets.
Open the tool page and provide the requested source files and any displayed options. Check that the detected file types match the input requirement; do not replace unrelated files just to make an upload succeed.
Review the resulting files or job details. Expected outcome: A different pipeline from reanimation packs (see the Animation type above) - this is for a genuinely new weapon, not new animations for an existing one.
Compare the result with your original in a local editor. For resources that load in FiveM, start with an isolated test server; inspect the first client/server console error and test the asset in game before installing it for players.
Practical example
Damage, fire rate, and every other balance value come straight from the source weapons.meta - this tool wires the resource around it, it doesn't invent or rebalance anything. Keep the original file beside the result so you can compare what changed.
Before you begin
- Bring a supported weapons source archive or use an available supported download link.
- Check source file permissions and preserve a copy of the original.
- Choose the Weapons category on the Convert page.
Overview of the setup
Select Weapons
Open the Convert page and select Weapons. Upload a full weapon mod (a new gun with its own weapons.meta) or paste a link. We wire the real WEAPONINFO_FILE/WEAPONCOMPONENTSINFO_FILE registrations and check for name collisions - your weapon's stats stay exactly as the source authored them.
Submit and review
Upload a matching archive or use a supported source URL. Inspect the detected files and select only options that apply to your resource.
Download and verify
Read the processing report and generated resource files, then verify loading and behavior in an isolated FiveM test server before production.
Features explained
What each feature does and what to check before publishing or installing the result.
Stats never touched
Damage, fire rate, and every other balance value come straight from the source weapons.meta - this tool wires the resource around it, it doesn't invent or rebalance anything.
Collision-checked
The weapon's name is checked against every name Pulse Convert has already issued to another conversion, with a clear warning if it collides.
Distinct from animation packs
A different pipeline from reanimation packs (see the Animation type above) - this is for a genuinely new weapon, not new animations for an existing one.
If it still does not work
- If the tool rejects the input, compare your file extension and the files inside the archive to the input requirement above. Source files inside nested folders may need extra review.
- If the tool reports success but the result does not function, do not assume the file is compatible: inspect warnings, actual output names and their references, manifest files, and version compatibility.
- Review warnings and test the output before putting it on a live FiveM server.
Troubleshooting and safety checks
- No compatible files? Check that the archive contains the required game model or metadata rather than only screenshots, documentation or an unsupported nested source.
- Resource does not load? Review the job report, generated manifest and first server/client console error. Keep original files available to compare.