Jianu Studio

Vehicles · FiveM

Vehicle Editor

Load the car and build it: parts, sirens, widebody, stance, window film, plates, new seats, removed badges. The export comes out as a YFT, ready for your server.

  • YFT
  • YTD
  • META
  • ZIP

In short

  1. 01

    Import the resource as a ZIP or the .yft, _hi.yft and .ytd files (Legacy, unprotected). Add carvariations.meta and vehicles.meta too: the lights and the new seats go straight into them.

  2. 02

    Work through the left rail: Parts and Lights (they place themselves, move them with W, E, R), Body and Wheels (arches, stance, camber), Glass, Plate and Seats. Clicking the car picks an original part: delete it, detach it or change its finish.

  3. 03

    In Badges you remove the real logo and add one from GTA V, then export: the YFTs, the metas, the stance and plate scripts and a README with the steps.

What you get

A ZIP with the edited YFTs (parts, body, plates, siren and seat bones), the YTD when you added painted badges, the metas in data/, client/jianu_stance.lua and plates/ when you use them, plus a README. Everything else in the native data stays untouched.

Step by step

01Open the car

Drop the car’s folder, ZIP or dlc.rpf into the Files panel, up to 600 MB, or press “Choose a folder”. Separate files work too: .yft, _hi.yft, .ytd and .meta. They have to be PC files from GTA V Legacy, unencrypted.

If the folder holds more than one car, the tool asks “Which car do you open?” and shows whether each one has _hi, a YTD and tuning parts. Without the YTD the car shows up grey; you can add it any time later, without importing the model again.

Files is also where you switch the open file, the “Level of detail” and the “Geometry variant” (the whole car or the damaged one). If the car has emergency lights, add carvariations.meta and carcols.meta too: at export, the siren setting ID goes straight into them.

02Move around it

Drag to turn the camera and scroll to zoom in, towards the point under the cursor. On the right you have ready-made views: “Front”, “Back”, “Left”, “Right”, “Top”, “Iso”, “Fit” and “Focus”.

In the top bar, “Night” shows the lights as they look on the street, “Wireframe” shows the triangle mesh, and “Free camera” lets you fly through the car with WASD, E / Q for up and down and Shift for speed; Esc releases the mouse. The two coloured dots change the car’s colour, in the preview only.

03Take the logos off (debadger)

Fastest: open Emblems. Under “Replace a logo” you get each of the car’s original logos, with its place and size. The bin on the row takes it out of every file and every level of detail at once, and “Remove every logo” takes them all off in one click.

For any other piece, pick in the top bar how much a click takes: “Part” grabs the piece connected to the spot you touch (usually just the logo), “Faces” grabs a single triangle, and “Whole part” grabs the whole geometry, so it can take the body with it. What would be picked lights up under the cursor before you click.

The selection turns orange, and Shift + click adds to it. “Delete selection” or Delete removes it; over 500 triangles, the tool warns you that you may have caught the body too. For lots of small pieces, turn on “Delete on click”: one click removes whatever is under the cursor. Ctrl+Z brings anything back.

The triangles only disappear visually: the skeleton, materials and collision stay. A piece you remove by hand goes only from the open level of detail, so go through each one in “Level of detail” and through _hi. Layers lists the original parts with readable names (“Logos · Body”, “Glass · Body”); clicking one selects all of it.

04Change a piece’s finish

With a selection made, under “NEW FINISH” in Details, pick “Gloss”, “Satin”, “Matte”, “Chrome”, “Carbon”, “Rubber” or “Glows (with the headlights)” and press “Apply the finish”. That’s how you black out the window chrome, turn a grille to carbon or make a trim light up with the headlights.

“Detach as a part” takes the selection out of the body and makes it an added part: you move, turn and scale it with the gizmo, like any new part.

05Add a badge (badger)

Open Emblems and pick the mark. “GTA V makes” has the in-game manufacturer logos, with the emblem and, where it exists, the lettering; search them by name. “Import a transparent PNG” brings your own logo. Under “From your game” you cut signs out of your own car YTDs with “Import car YTDs” and keep them in “Your library”, which stays in your browser only.

The chosen mark pulses in the list and you see it on the car, under the cursor, at its real size. One click places it there, upright, at 12 cm (20 cm for lettering). A click places one badge: Shift + click adds another, and Esc lets go of the mark.

If the car has a badge part (the modelled logo, with the <model>_badges texture), the badge is “3D, stands out”: it has the exact outline of the sign, a face raised a few millimetres and chrome edges, and it curves with the panel. Otherwise you paint it into the livery layer with “Painted”, in “Chrome relief” (painted edges and shadow, so it looks the same in game) or “Flat”.

Drag it to move it; you grab it even if your click lands a little off. The arrow keys move it 5 mm at a time (2.5 cm with Shift), [ and ] change its size, comma and full stop turn it, Ctrl+D puts a copy next to it, and “Mirror” in the bottom bar puts it on the other side too. In Details you set its exact width in centimetres, rotation, mirroring and, for painted ones, opacity.

Under “Replace a logo”, “Replace with …” takes the original logo out of every file and puts the chosen badge in its place, at the same size. With a mark chosen, clicking the logo on the car does the same. “Cover the brand” spreads the badge over a part with a badge shader, without aiming your click.

06Make the car lore friendly

At the top of the Emblems panel, under “LORE FRIENDLY”, the studio guesses the real brand from the file names (“Looks like a Porsche, from the name “porsche_911””) and suggests its GTA V brand: BMW becomes Übermacht, Mercedes-Benz becomes Benefactor, McLaren becomes Progen. Change them under “Real brand” and “In GTA V”.

“Replace every logo with …” puts the GTA brand’s badge of the same shape on each of the car’s logos: the emblem on emblems, the name on lettering. Under “Old lettering”, pick “Remove it” if you want model lettering taken off rather than replaced. It’s all one step, so Ctrl+Z brings the old ones back.

“Front”, “Back” and “Sides” put the brand badge where the factory puts it: on the front level with the headlights, on the rear above the tail lights, on the sides behind the front wheels. If a badge was already there, it’s replaced and keeps its size.

Brand names painted into textures (on the steering wheel, wheel caps, dashboard or calipers) go under “Remove a painted brand”: pick the texture, drag a box over the mark and “Cover the mark” hides it under what’s around it.

07Add parts

Parts holds the library: emergency lights, spoilers, pieces for the front, rear and sides, roof parts and exhausts. Search by name, the star puts a part in “Favourites”, and “Add to car” places it where it usually goes.

The gizmo moves it (W), turns it (E) and scales it (R). “World” / “Local” switches the axes, the magnet snaps to 1 cm, 15° and 0.05×, and “Place” plus a click on the body sends it straight there. Details has the exact position and rotation, “Sit on surface”, which drops it onto the panel below, and the part’s size and materials. Under “Moves together with” you attach it to the bonnet, boot or a door, so it opens with them.

“Duplicate” (Ctrl+D) puts a copy right behind it, and “Mirrored” doubles it on the other side of the car. “Import a 3D model (GLB, OBJ, FBX)” brings your own part, and “Optimise for FiveM” cuts its triangles (“Light”, “Medium”, “Strong”) without changing its shape. In Layers you hide or lock them.

08Emergency lights

The lights of emergency parts become siren channels; the meter shows how many of the game’s 20 you use. “Pattern” picks how they flash (the BlinkLab scenes), “Start the lights” switches them on in the preview, and “carcols ID” is the siren setting number.

You pick the colours in Details, per light or in one click (“Red / blue”, “All amber”). With “Light function”, a light becomes a car light instead: “With the headlights”, “When braking”, “When reversing” or an indicator.

Over 20 lights, the closest ones of the same colour and direction join up and flash together. If the car already has emergency lights, add its carcols.meta and carvariations.meta: the old lights keep their pattern, and the new parts get the free channels.

09Body and wheels

Under Body, “Quick” has the “Street”, “Wide” and “Extreme” stance kits (wider arches, wheels pushed out and the car lower, in one click) and the “Hood bulge”, “Ducktail” and “Side skirts” sliders. “Wings” widens the panels around the wheels, front and rear.

“Lines” draws a channel or a ridge on the panel: “Draw a line”, one click for each point, then “Depth”, “Width” and “Done”. “Sculpt” is a brush that raises or dents the panel, with “Brush size” and “Strength”; every stroke is one Undo step. “Hold: original” shows the car as it was, and “Reset all” brings it back. The shape is written into the YFT, on every level of detail; the collision stays the car’s own.

Under Wheels, “Front wheels out” and “Rear wheels out” push the wheels out, “Front camber” and “Rear camber” tilt them (negative: the top of the wheel leans in), and “Drop” lowers the car. In game they’re applied by the script from the export, client/jianu_stance.lua, which you add to fxmanifest.lua following the README. “Stock wheels” brings them back.

10Glass and lights

Under “WINDOW FILM”, tick “Windscreen”, “Front windows”, “Rear windows” and “Rear windscreen”, pick the colour (“Smoke”, “Limo”, “Bronze”, “Blue”, “Green”) and the “Darkness”, then “Apply the film”. The film sits on the inside of the glass and goes down with it.

Under “SMOKED LIGHTS”, pick “All”, “Headlights” or “Taillights”, how much “Smoke” you want, and press “Apply the smoke”. “Draw an LED strip on the body” lays a light strip point by point: Enter finishes, Backspace removes the last point, Esc cancels.

11Doors, plate and seats

Under Doors you open each door, the bonnet and the boot to see the interior and the engine, or all of them with “Open all”. It’s preview only: the export keeps the car closed.

Under Plate you move and resize the “Back” or “Front” plate (“Width”, “Height”, “Left – right”, “Down – up”, “In – out”), add a frame with “Add a frame” and take the old bracket off with “Remove the stock bracket”. The plate design (country, font, colours) reaches the game only if you press “Include the plate in the export”.

Under Seats you pick the plan, from “2 seats” to “16 seats”, plus “6 seats, in the bed” for pickups, then move each new seat onto its chair with the gizmo. The export writes the seat bones into the model and the layout into vehicles.meta.

12Swap the interior for one from the game

Under Interior, “YOUR CAR’S INTERIOR” shows how many faces the interior we found has: the seats, dashboard, console, steering wheel, dials and cabin details. On custom cars, where materials have arbitrary names, the interior is found from the shape of the cabin: everything between the windows that can’t be seen from outside. Door cards stay. “Remove the original interior” takes them out of every level of detail, and “Put it back” brings them back.

Under “INTERIOR FROM THE GAME” you pick one of the 23 interiors (Sultan, Comet, Banshee, Baller, Speedo and others). It sits on the middle of your seats on its own, and the width follows the distance between them. The steering wheel goes on your car’s steeringwheel bone, so it turns in game.

Under “FIT” you move the interior (“Forward – back”, “Up – down”, “Left – right”) and scale it (“Width”, “Length”, “Height”). “Look from the cabin” puts the camera in the driver’s seat so you see the dashboard like in game.

On export, the pieces go into the YFT and their textures, copied exactly from the game (from the interior’s dictionary, from vehshare and from the game car’s own YTD, where a Comet’s dashboard lives, for example), into a new YTD for your car: <model>_interior.ytd, in stream/. In vehicles.meta, under txdRelationships, your car takes its textures from it, and it takes them from the parent your car already had, so the pieces left from your car keep their textures. If you added the car’s vehicles.meta, we write it for you; otherwise the exact lines are in README.txt.

13Tuning from the resource

If you imported the whole resource (the folder, ZIP or dlc.rpf), Tuning shows the parts and liveries from its modkit, like the tuning menu in game. What you pick shows on the car but doesn’t change the export.

A tuning part you want fixed in the model goes in with “Put the part in the model (export)”: it becomes an added part, on its bone.

14Export

“Export for FiveM” (or “Export” at the top) downloads a replacement ZIP: the edited YFTs, the YTD with the badges, the changed metas (sirens, seats), the scripts for the wheels and the plate if you used them, and README.txt. It costs 10 credits.

“New parts show” picks from how far away the added parts are visible: “Only up close (high LOD)”, “Up close and at medium distance” or “At any distance (every LOD)”.

Painted badges go into the <model>_sign_N textures in the YTD; if the car had no livery, it gets <model>_sign_1, the default livery. 3D badges go into the YFT, on every level of detail, attached to the bone of the part they sit on, so they move with the bonnet or the boot.

“Build the resource” sends everything to Resource Builder, with the car’s untouched metas, so you get a complete resource with a manifest. “Mock-up → Gallery” makes a showcase image of the car that you can send to the Gallery.

Questions

I placed one badge too many. How do I remove it?

Click it (or its row in Details) and press Delete or “Delete” in the bottom bar. Ctrl+Z brings it back.

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

Modelled logos all go with “Remove every logo” in Emblems. For the rest, turn on “Delete on click”: the piece under the cursor lights up and one click removes it. For small ones inside (steering wheel, headrests), press “Free camera”, click in the scene and fly with WASD; 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 use the bin under “Replace a logo” or “Part” mode, which grab only the logo. If the hole stays even then, the model has no panel under the logo; cover the spot with a badge.

The logo comes back when I move away.

You removed it by hand only from the open level of detail. Go through each one in “Level of detail” and _hi, or remove it with the bin under “Replace a logo”, which takes it from all of them.

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

That part’s paint has no livery layer. 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 “3D, stands out” doesn’t show at all. Badges are painted into the livery layer.

The car already has emergency lights and the new parts break their pattern.

Add the car’s carcols.meta and carvariations.meta in the Files panel. Its lights keep their pattern, and the new parts get only the channels left free.

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. The export costs 10 credits. “Build the resource” is free here; you pay for the export in Resource Builder.

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