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.