Vehicle Editor
Add and remove parts, open panels, reshape the body, edit like in Blender and change textures – with projects and a ready FiveM export. 20 credits per export.
Opening a vehicle
Drop your vehicle on the start screen or click Browse files. Supported:
- Resource .zip – the whole folder with stream, data and fxmanifest. The export keeps the resource and only replaces the changed files.
- DLC .rpf – unencrypted add-on packs (nested too). If the pack contains several vehicles you pick one.
- .yft + .ytd – the model files directly, optionally with
_hi.yft. - .meta – vehicles.meta, carvariations.meta etc. optionally, so spawn name and data are detected.
Or start from a library vehicle. Files encrypted with FiveM Asset Escrow (Tebex) cannot be opened.
Projects
Save (Ctrl+S) creates a project. It keeps all parts, removed pieces, shape changes and settings together with the original files – continue any time, even days later. The top bar shows the state (Saved · revision 4) and it autosaves every 45 seconds. Open or delete projects under My projects.
Interface
- Left rail – Add, parts library, rims, badges, emergency lights, favourites, layers and history.
- Right rail – selection details, vehicle setup and export.
- Tool bar – Move, Rotate, Scale (
G,R,S), World/Local, Snap and Place. - Selection mode – piece, faces or whole part for clicks on the original vehicle.
- Views – Front, Rear, Left, Right, Top, Iso, fit car, Focus (
F) and Night. - Actions – Undo (
Ctrl+Z), Redo (Ctrl+Y), Duplicate (Ctrl+D), Mirror (M), Hide (H), Lock and Delete (Del).
Adding parts
The parts library has spoilers, body kits, vents, exhausts, lights and details. Add puts the part in the right spot (rear, roof, bonnet …); parts for both sides come as a pair. Star parts to keep them as favourites. Add also offers basic shapes and uploading your own models (GLB, GLTF, OBJ, FBX, STL).
In Details you set for a part:
- Position, rotation, scale – in metres and degrees with GTA axes, or with the gizmo. Place puts the part on the clicked spot of the body.
- Binding – body, bonnet, boot or doors. Parts on moving panels move with them in game.
- Material – paint (takes the chosen primary, secondary, pearl, wheel, interior or dashboard colour in game), matte, chrome, black, fixed colour, carbon, glass or your own texture.
- Optimise – Original, Light, Medium or Strong reduces the triangles. You see the result right away in the 3D view.
Removing original parts
Clicking the vehicle selects a piece (e.g. badge, antenna, push bar), single faces or a whole part (e.g. bonnet, extra 3) depending on the selection mode. Shift+click selects several. DELETE selection removes them – in every LOD level and the _hi.yft. Restore removed parts under Layers.
Open panels
Open panels opens doors, bonnet and boot so you can work inside. Added parts move along. It does not affect the export.
Edit mode like in Blender
- Vertex, Edge, Face (keys
1,2,3) – decides what a click selects. - Selecting – click selects,
Shift+click adds, dragging draws a selection box (holdCtrlto deselect).Aselects all,Alt+Anone,Ctrl+Iinverts,LorCtrl+Lselects linked parts,Ctrl +/Ctrl −grows or shrinks the selection. - Transform –
Gmoves,Rrotates,Sscales, then optionallyX/Y/Zand a number, e.g.G Z 0.05.Enterconfirms,Esccancels. - Proportional (
O), X-ray (Alt+Z), X mirror, Merge (M), Smooth, Delete (X) and Hide (H,Shift+H,Alt+H).
Body shape
Grab, Inflate, Deflate, Smooth, Flatten and Transform – mirrored to both sides if you like. [ and ] change the radius. Shape changes are transferred to every LOD level, the _hi.yft and the collision.
Textures
Textures opens the texture editor with layers, text, shapes and brush for every texture of the vehicle. Every colour field has a colour picker (colour area, HEX/RGB, palette, recently used); the eyedropper (I) picks colours from the texture.
Add
- Your vehicle – add missing .meta files (your changes are kept) or load a different vehicle.
- Shapes & props – basic shapes and accessories like roof box, tow ring or jerry can.
- 3D text – lettering with font, height, depth, bevel and finish. Clicking the car places it on the surface.
- Licence plate – decorative plate in EU, US, black or show style with your own text.
- Image or logo – an image (PNG with transparency) is projected onto the body like a sticker, across edges too. Change size and rotation afterwards; in game it is a decal (vehicle_badges).
- Your own 3D model – upload OBJ, GLB, FBX or STL.
Badges
The badge library has 3D lettering and model badges (chrome) plus artwork to stick on. Pick a badge, then click the spot on the car.
Rims
The editor detects the wheels and measures rim and tyre. Replace rims: choose a rim from the catalogue (pack, style, search) – it is fitted to the original size and built into every LOD level and the _hi.yft. Pick a finish (chrome, silver, gunmetal, black, gold …, or “in-game wheel colour”) and tyres (keep the originals or catalogue tyres), also for front or rear wheels only.
Size and stance: rim diameter, tyre width and profile reshape the tyres. Offset, camber and lowering are applied in game by the included mts_stance.lua; if a handling.meta is included, lowering is written there directly.
Emergency lights
Put lightbars, LEDs and beacons from the library on the car. Every light head gets a colour and flash pattern; heads with the same colour, pattern and direction share one of GTA's 20 siren channels. On export the editor adds missing siren bones, creates data/mts_carcols.meta and sets the siren ID in carvariations.meta (or creates one). Toggle the lights in game with the siren key.
Fill holes
Fill holes shows open spots in the model in red. Hover a hole and click – it is closed with the same surface as around it (paint stays paintable). “Fill all up to X cm” closes many small holes at once. In edit mode F fills a selected closed border, like in Blender.
Export
In Export you set the spawn name and resource name. A new spawn name turns the vehicle into its own add-on next to the original – this needs the vehicles.meta. Check before export shows what gets built and warns e.g. about too many triangles. You get a ready resource as ZIP: new parts with their own materials and LODs, all changes built in. Re-exporting within the stated days is free.
Installation
Unzip, put the folder into your resources folder and start it with ensure in server.cfg. If you uploaded a resource, the new one replaces the old one.