Assets and Licences
Every image, font, sound, model and third-party file oxide-phone uses — fonts and icons, the camera view, sounds, item icons, the phone and charging station models, wallpapers, the map and base-game assets — with its source and licence.
Every image, font, sound, model and third-party file the phone uses, where it comes from, and under which licence. Nothing on this page needs any action from you.
Fonts and Icons
Both are bundled into the phone's screens from npm packages. The built font files are in web/dist/assets/.
| Asset | Package | Licence |
|---|---|---|
| Inter (the phone's typeface) | @fontsource-variable/inter | SIL Open Font License 1.1 |
| Font Awesome Free 6 (the icons) | @fortawesome/fontawesome-free | Icons: CC BY 4.0. Fonts: SIL Open Font License 1.1. Code: MIT |
Inter is by The Inter Project Authors (https://github.com/rsms/inter). Font Awesome Free is by Fonticons, Inc. (https://fontawesome.com).
Camera View
The camera draws the live game view into the phone with two files, bundled in web/dist/:
| File | What it is | Source |
|---|---|---|
gameRender.js | Draws the game view into a canvas the camera takes photos from | Oxide Studios, following the approach of utk_render |
module/ | The Cfx.re fork of three.js, revision r101dev. The fork adds CfxTexture, a texture that shows the game view | three.js, MIT License |
The three.js files keep their original author credits (@author lines in each file), and CfxTexture is credited to citizenfx. The three.js MIT licence ships with them as web/dist/module/LICENSE.
Sounds
The phone ships no audio files.
| Sound | Source |
|---|---|
| Notification tone ("Pillbox") | Original, synthesized in code while the phone runs with the browser's audio engine. Oxide Studios' own tone, named after a Los Santos place |
| Ringing heard nearby | The base-game sound Text_Arrive_Tone from the sound set Phone_SoundSet_Default, played by the game. Change it with Config.Calls.ringSound |
Item Icons
The icons in items/, all 100 x 100 PNG images, are Oxide Studios' own art.
| File | Item |
|---|---|
phone.png | Phone |
sim_card.png | SIM Card |
burner_sim.png | Burner SIM |
powerbank.png | Powerbank |
phone_wiper.png | Phone Wiper |
sim_card.png and powerbank.png are the same art as oxide-drugselling's trap SIM and trap charger icons. burner_sim.png, phone.png and phone_wiper.png were made for this resource. phone.png shows the bundled phone in black and replaces the stock phone icon your inventory ships with.
Phone Models
The phone streams its own 3D models from its stream/ folder. They are Oxide Studios' own work, built in Blender, and load on every game build.
| File | What it is |
|---|---|
oxide_phone_black.ydr, oxide_phone_silver.ydr, oxide_phone_burgundy.ydr, oxide_phone_glacier.ydr | The phone in the character's hand, one model per colour |
oxide_phone.ytd, oxide_phone.ytyp | The phone colours' textures and model list |
oxide_phone_charger.ydr, oxide_phone_charger.ytd, oxide_phone_charger.ytyp | The charging station, its textures and its model list |
The Phone
A modern flagship phone in the style of 2026's top models: 150 x 72 x 9 mm, a flat aluminium frame, a camera bar across the top of the back, a round front camera in the screen, and the side buttons. Its screen shows the phone's default Ember wallpaper with app tiles. It carries no brand or logo.
| Colour | Model |
|---|---|
| Black | oxide_phone_black |
| Silver | oxide_phone_silver |
| Burgundy | oxide_phone_burgundy |
| Glacier (light blue) | oxide_phone_glacier |
The colour is set per phone, never per player: each phone keeps its colour wherever it goes, and players nearby see the same colour. You choose how phones get their colours in /phone settings → Appearance → Held phone (see Configuration → Held Phone):
- Colour: one colour for every phone, or Random so each phone gets its own the first time it is opened.
- Colour per phone item: to sell phones in colours, register an extra phone item per colour in your inventory (for example
phone_silver), add it to Items → Phone items, and give it its colour here. Players then pick a colour by buying that phone. - Other model: use any other phone model instead, for example the base-game
prop_npc_phone_02.
The phone is held the same way in every pose: reading, in a vehicle and holding it up for the camera. It needs no offset; Offset and Rotation only matter for a model you add yourself.
The Charging Station
oxide_phone_charger is a free-standing public charging kiosk: 1.75 m tall, with a lit phone-and-bolt sign at the top, a shelf with three charging pads and a green light under each, and a vent grille. It has collision, so players and cars can't pass through it. Its front faces the model's -Y side.
Players charge phones at it once you add it as a station in /phone settings (see Configuration → Charging Stations): standing near it, or leaving a phone on one of its three pads, where the phone lies in its own colour. The phone spawns the model at every station you add, unless your map already has one at that spot. A station model you place with your own map tools works too once its spot is in that list; without a row in the list it only decorates. Admins can look at one in game with /phone charger (see Admin → /phone charger).
Wallpapers
The five built-in wallpapers (Ember, Graphite, Dusk, Slate and Ink) are colour gradients and patterns drawn by the phone's style sheet. There are no image files. The wallpapers/ folder holds only a short README; it is there for your own images (see Installation → Custom Wallpapers).
Map
The Maps app shows o-link's shared map. The map files and tiles come from o-link, not from this resource.
Base-Game Assets
The phone uses these GTA V assets, which are part of the game and not shipped with the resource:
| Asset | Used for |
|---|---|
cellphone@, cellphone@in_car@ds, cellphone@self | The holding, in-car and camera animations |
| Map blip sprites | Trace areas and emergency call blips |