FiveM
The loading screen is the longest uninterrupted look a player ever gets at your branding. Most servers hand that time to a stock template.
FiveM loading screen at its real ratio. Hover to animate. Previews are watermarked.
Almost every loading screen sold for FiveM is one of two things: a static image with CSS animation over it, or a video file playing full screen. The second is the common one and it is the expensive one, because a 1080p loop is tens of megabytes that every player downloads on their first join, it plays at whatever frame rate it was encoded at, and it gets upscaled on anybody running above 1080p.
What ships here is a resource. A folder with an fxmanifest.lua, an index.html, a stylesheet, the scene runtime and the display fonts. The scene is drawn live in the client at its own resolution and refresh rate, so an ultrawide gets an ultrawide composition rather than a stretched 16:9, and the whole thing weighs a few hundred kilobytes instead of forty megabytes.
Installing it is one copy and one line: drop the folder in resources, add ensure yourserver_loading to server.cfg, restart. The manifest already declares loadscreen 'index.html' and loadscreen_cursor 'yes', and every file the page needs is listed in the files block, which is the single thing people most often get wrong when they write a manifest by hand and end up with a black screen on the live server but not locally.
The progress bar is optional and, if you turn it on, real. The page listens for FiveM's loadProgress message and reads loadFraction from it, and maps the client's phase events to short status lines, so the bar tracks the actual load rather than counting down a timer. Badges, a tip line and the invite line are all toggles in the customiser, so you can take the parts you want.
| Format | Size | Still render | Animated |
|---|---|---|---|
| FiveM loading screen | 1920×1080 | 1920×1080 | MP4, resource |
resources/<yourserver>_loading, enabled with one ensure line in server.cfg
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