Jianu Studio

Vehicles · FiveM

Vehicle Debadger

Click a badge on the model and it’s gone, interior ones included. Put another GTA V brand or your own logo in its place, then export the YFT.

  • YFT
  • LOD
  • ZIP

In short

  1. 01

    Import unprotected Legacy YFTs and, if you want badges, the vehicle’s YTD too: then the car shows its own textures instead of grey.

  2. 02

    Select the 3D-modelled badge (or pick it from “Badges found”), check the highlighted surface and remove it.

  3. 03

    Switch to “Add badge”: cover the badge piece with a neutral mark or click anywhere on the body, then export the YFTs and the YTD.

What you get

A ZIP with the edited YFTs and, when you added badges, the YTD with redrawn textures (BC1/BC3). All other native data stays untouched.

Step by step

01Bring the model and textures

“Import YFT + YTD” takes up to 8 files: the normal model, the _hi variant and the vehicle’s YTD, from the resource’s stream folder. PC files from GTA V Legacy, unencrypted, work.

Without the YTD the car shows up grey and you can’t add badges. You can add it later, without importing the model again.

02Find the brand

On modded cars, the maker’s logo is usually a separate, raised part. The “Parts on a badge shader” list shows them straight away: parts drawn with a badge shader or texture.

You can also click the model. “Island” mode grabs only the piece connected to where you clicked, which is usually just the logo. “Whole part” grabs everything in the part, so it can take the body with it.

03Take it off

The selected area turns lime. Look at it closely, then press “Remove selection”. If the selection goes over 500 triangles, the tool warns you: you may have caught the body too.

Ctrl+Z undoes the removal. The triangles only disappear visually: the skeleton, materials and collisions stay exactly as they were.

Each level of detail is a separate geometry. Go through “Level of detail” and the _hi file and remove the brand from each, or it comes back as you move away. Same with “Geometry variant”: damaged parts have their own geometry.

04Add a badge

Switch to “Add badge” and pick the mark. Under “GTA V makes” you get the in-game manufacturer logos (Albany, Benefactor, Grotti, Karin, Pegassi and the rest), with the emblem and, where it exists, the lettering. You can search them by name. You can also use your own transparent PNG.

Under “From your game” you place signs taken from your own YTDs. Extract a car’s YTD from vehicles.rpf with OpenIV or CodeWalker and give it to “Import car YTDs”. The tool finds the emblem texture (usually <model>_badges) and cuts out each sign. You keep what you want in “Your library”, which stays in your browser only.

Click the car exactly where you want the badge. It goes on upright and at a real-car width: 12 cm, 20 cm for lettering.

If the car has a badge part (the modelled logo, with the <model>_badges texture), a new badge is “3D, stands out”: it has the exact outline of the sign, a face raised a few millimetres and chrome edges, like a factory badge. On a grille it sits on the bars, and on a curved panel it curves with it. Letters get their own area in the atlas, so they stay sharp. The car’s original logo stays as long as its atlas is in the imported YTD, and there is no limit on the number of badges.

Under “Replace a logo” you get each of the car’s logos, with its place and size. “Replace with …” takes it out of every file and level of detail and puts the badge you picked in its place, at the same size; the bin only removes it.

“Painted” draws the badge into the paint’s livery layer, so it sits over any colour and follows the curve of the panel. In “Chrome relief” it has lit edges and a shadow on the paint, painted into the badge, so it looks the same in game. “Flat” keeps it exactly like the image.

Drag the badge with the mouse to move it; it keeps the same width on the car. In the panel you set its width in centimetres, rotation and mirroring, plus opacity for painted ones. “Cover the brand” spreads it over a whole part with a badge shader, without aiming your click.

05Export

“Export” downloads a ZIP with the cleaned YFTs, the YTD with the badges and a README.txt. It costs 10 credits.

Painted badges go into the <model>_sign_N textures in the YTD. If the car had no livery, the YTD gets <model>_sign_1 and the YFTs point to it; it is the default livery, so the badges show with no extra step.

3D badges are added in the YFT to the badge part’s geometry, on every level of detail (simpler from afar), and hang on the bone of the part they sit on, so they move with the bonnet or the boot. The new atlas and normal map go into the YTD under the part’s old texture names, with the old atlas copied into a corner, so there is nothing else to link.

“Build the resource” sends the models and the YTD to Resource Builder, so you get a complete resource with a manifest.

Questions

How do I remove every badge quickly, including the interior ones?

Turn on “Delete on click”: the piece under the cursor turns amber and one click removes it, without a selection; Ctrl+Z brings it back. For small or interior badges (steering wheel, headrests), press “Free camera”, click in the scene and fly with WASD, E / Q for up and down, Shift to go faster; the click picks the piece under the crosshair and Esc releases the mouse.

I removed the logo and there’s a hole in the body.

The selection caught the body too. Press Ctrl+Z and pick with “Island” or from the “Parts on a badge shader” list, which grab only the logo. If the hole stays even with a small selection, the model has no body under the logo; cover the spot with a badge.

The logo comes back when I move away.

It stayed on a lower level of detail or in _hi. Go through each one in “Level of detail” and remove it there too.

The badge repeats across the whole part.

The part’s texture is tiled. Pick a part with its own texture; the tool warns you when this happens.

I can’t place the badge on one part of the body.

That part’s paint has no livery layer (some parts use a paint shader without one). Put the badge on a neighbouring panel or on a part from “Cover the brand”. 3D badges don’t need a livery, so they work there too, if the car has a badge part.

The badge comes out painted, not 3D.

The car has no badge part for 3D badges to hang on, so the “3D, stands out” button doesn’t show at all. Badges are painted into the livery layer.

The badge shows mirrored or crooked.

The tool straightens it to the shape of the panel, but on some models the livery UV is flipped. Use “Mirror” and “Rotation” in the panel.

Does it work with encrypted cars or Enhanced files?

The tool reads only PC GTA V Legacy files, unencrypted. For a server on Enhanced, pick Enhanced at export and convert the folder with Alchemist; the steps are in ENHANCED.txt.

How much does it cost?

Importing and editing are free. “Export” costs 10 credits. “Build the resource” is free here; you pay for the export in Resource Builder.

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