01POLICE / DRONELIVE
Police drone
The drone officers unpack, fly and pack away again: a quadcopter with a three-lens gimbal and navigation LEDs, a foam-lined case and a handheld controller. The ambulance version is the same mesh with its own texture.
- triangles in the drone
- 2,480
- triangles in the packed case
- 3,808
- models in the set
- 7
- liveries on one mesh
- 2
REAL SIZEDrone 58 x 53 x 25 cm without rotors, case 73 x 76 cm
02BORDER / POSTLIVE
Border post
The Los Santos Freeway post as the game streams it now, placed from the layout file the server reads: six inspection lanes under a Z-shaped canopy, each with a road blocker at the entry, a barrier over a spike cassette at the exit, and a lane sign with an LED matrix overhead. One lane is closed here (blocker and spikes up, arm down, red cross); the ANPR masts and the Los Santos welcome sign, 32 and 58 m out, are left off.
- inspection lanes at this post
- 6
- lanes over 16 posts
- 44
- road blocker rise, in 1.9 s
- 0.85 m
- triangles for the post as shown
- 80,970
REAL SIZECanopy 33 x 48 m with its roof at 8.1 m, lane signs 1.50 x 1.00 m with their lower edge at 5.2 m, car lane blocker beam 3.1 m long
03POLICE / SPIKE UNITLIVE
Remote spike unit
A roadside case that officers set down at the kerb and fire by remote: a yellow and black strip of ten linked spike sections shoots 5 m across the road and pulls back in. The LED on the lid turns from green to red while the strip is out.
- strip from ten 0.5 m links
- 5 m
- to fire the strip out
- 0.6 s
- triangles in the case
- 1,300
- models in the set
- 4
REAL SIZECase 54 x 44 x 21 cm (33 cm with antenna), strip 5 m
04CRIME / BURNER PHONELIVE
Burner phone
The cheap prepaid phone a player holds while using the burner. It is built one to one from the on-screen device: the same outline, sixteen raised keys and a screen texture rendered from the real menu interface, so other players see in the hand what the user sees on screen.
- triangles
- 2,072
- keys modelled in relief
- 16
- one texture for body and screen
- 512 px
REAL SIZE49 x 116 x 13 mm (keys to 14.2 mm)
05CRIME / SAFELIVE
Store safe
The back-room safe robbers crack in all 14 Nachtwinkel stores: bottle-green lacquered steel with worn edges, a brass combination dial, a chrome three-spoke handle and a separate door that swings open on its hinge. It stands exactly where the old grey safe stood, scaled to the same footprint.
- triangles for body and door
- 2,114
- store back rooms
- 14
- ticks on the brass dial
- 100
- locking bolts in the door
- 3
REAL SIZE63 x 75 x 86 cm
06BANK HEIST / TOOLSLIVE
Magnetic drill
The core drill a crew clamps to the vault door, shown standing on its magnet base, with the inspection camera, slide hammer and video loop box from the same kit: ordinary hardware that police can find on a suspect.
- triangles in the drill
- 2,972
- triangles for all four tools
- 8,090
- custom models in the heist
- 9
- gooseneck on the camera
- 0.9 m
REAL SIZEDrill 21 x 50 x 27 cm, slide hammer 44 cm long
07POLICE / SCENELIVE
Road-scene kit
A staged accident scene at true scale, built from the objects police, Defensie and roadside assistance place in game: a J37 ONGEVAL sign, an RVV D2 arrow board, CROW cones, a beacon and a red-white barrier, a green accident screen, crowd barriers, an LED work light and a 3 x 3 m forensic tent. The arrangement is staged for this render; in game every object is placed one by one.
- Dutch scene objects
- 11
- objects in this scene
- 14
- triangles in the scene
- 19,480
- forensic tent
- 3 x 3 m
REAL SIZETent 3 x 3 m, cone 75 cm, arrow board 1.86 m tall
08POLICE / PURSUITLIVE
GPS tag launcher
A launcher box that sits in the grille of four patrol car models and fires an adhesive GPS tag at the car in front. It was first built 25 cm wide and scaled down once the grille openings turned out to be about 12 cm high.
- triangles in the launcher
- 1,218
- triangles in the tag
- 628
- tags loaded per car
- 2
- patrol car models fitted
- 4
REAL SIZELauncher front 19 x 13.4 cm, 17 cm deep; tag 12 cm long
09DEFENCE / CHECKPOINTLIVE
Defence checkpoint
A field checkpoint that Defence units set up on duty: a mobile barrier whose 5 m arm swings down across the lane at the press of a button, sandbag and Hesco walls that stop players, cars and bullets, and a concertina roll that slows anyone who walks into it, cuts them and pops tyres.
- barrier arm, down in 1.95 s
- 5 m
- sandbags in eight courses
- 44
- triangles in the concertina roll
- 7,622
- models in the set
- 6
REAL SIZEBarrier base 1.2 x 0.9 m with a 5 m arm, Hesco wall 2.13 x 1.06 x 1.37 m, sandbag wall 1.6 x 0.7 x 1.05 m, concertina roll 4 m
10CRIME / ATM BLASTLIVE
ATM blast kit
The tools for blowing a street ATM: a crowbar to lever open the cash flap, a gas bottle and fill hose to fill the machine, and a detonator box with a remote that sets it off from 15 to 60 m away. Prying, filling and emptying the cassettes are hands-on minigames, and the police get the alarm before the first one starts.
- models in the kit
- 8
- triangles in the gas bottle
- 2,860
- from the ATM to set it off
- 15-60 m
- minigames per blast
- 3
REAL SIZEGas bottle 28 x 24 x 56 cm, crowbar 74 cm, remote 15 cm
11POLICE / CRIME SCENELIVE
Crime scene kit
Officers tape off a scene post by post: the tape runs live from the roll, snaps to fixed lengths, can be tied back to the first post and tears when a car drives through. Yellow markers number themselves per scene and follow the evidence into MEOS, and an ANPR tripod by the road reads plates within 35 m and alerts the officer who set it up.
- fixed tape lengths, 1 to 12 m
- 45
- numbered evidence markers
- 30
- tripod plate-reading range
- 35 m
- triangles in the tripod
- 1,504
REAL SIZEPosts 1.02 m with the tape at 0.93 m, markers 15 x 14.5 x 12 cm, tripod 1.61 m
12POLICE / VEHICLE ENTRYLIVE
Wheel clamp and entry tools
The wheel clamp is a body and a separate sliding claw, so the claw moves to fit the tyre it closes on; once it is fitted in a minigame, the car cannot drive off or be put in a garage. The air wedge, its hand pump and the reach tool open a locked door in three steps, and the window punch breaks a side window when there is no time for that.
- triangles in the clamp, in two parts
- 2,512
- models in the kit
- 6
- steps to open a locked door
- 3
- tyre radius the claw fits
- 30-40 cm
REAL SIZEClamp 35 x 102 x 38 cm, reach tool 1.21 m, window punch 13 cm
13UNDERWORLD / PILL LABLIVE
XTC lab
Five props for a pill lab in a field barn on Cayo Perico: a mixing table with its steel bowl, a hand spindle press with its die plate and powder tray, a four-tray drying rack and the two pallets where players collect the raw materials, Benzo in blue jerrycans and Xeno in white tubs. The chemistry is made up. A batch is mixed, dried and pressed bag by bag in minigames at these tables, and all five props share one texture set with normal and specular maps.
- triangles across the five props
- 9,252
- shared texture set with normal and specular maps
- 1
- lab steps: mix, dry, press
- 3
- bags pressed from one batch
- 14
REAL SIZEPress table 1.20 x 0.70 m, mixing table 1.60 x 0.80 m, drying rack 1.80 m tall, pallets 1.20 x 1.00 m
14ROADSIDE RECOVERY / WORKSHOPLIVE
Workshop tools, tablet and invoice phone
What a roadside recovery mechanic holds while fitting a customer's tuning: a cordless impact wrench for brakes, suspension and wheels, a ratchet for engine and body parts, a trim screwdriver for interior and electrics, a gravity-cup spray gun for paint and a felt squeegee for wraps and tint. Every tuning group is fitted in its own minigame with the matching tool in hand. Beside them lie the rugged work tablet for calls, work orders and invoices, and the phone a player holds while the invoice menu is open. Both screens carry the real in-game menus, and neither housing has a brand or text.
- triangles across the seven models
- 6,758
- tuning groups fitted by hand, each with its tool
- 8
- triangles in the work tablet
- 1,426
- screens showing the real in-game menus
- 2
REAL SIZETablet 165 x 253 mm, phone 72 x 149 mm, impact wrench 24.5 cm tall, spray gun 30.8 cm tall
15ITEMS / EATINGLIVE
Donut and Berliner bite stages
Two snacks from the donut counter that only police and Defence can use, on the fourth floor of the Vespucci police station, each modelled in four bite stages: whole, one bite, half and the last piece. Eating takes three bites, and the snack in the character's hand swaps to the next stage at the moment it reaches the mouth, timed separately for the male and female eating animations; players nearby see the same stages. The glazed donut follows its existing drawn item icon, and the Berliner has no hole, powdered sugar and jam that shows once it is bitten.
- triangles across the eight models
- 7,506
- bite stages per snack
- 4
- bites, each timed to the eating animation
- 3
- eating animations, male and female, with their own bite moments
- 2
REAL SIZEDonut 12 cm across and 4.7 cm high, Berliner 8.7 cm across and 5 cm high