GTC Vehicle Debadge Tool Documentation
GTC Mods · Official Documentation

Everything you need to debadge, edit & convert.

A complete guide to the GTC Vehicle Debadge Tool — from your first launch and license activation to mesh removal, texture cleanup, 3D inspection, LOD management and SP → FiveM resource building.

Quick idea: use mesh debadging when the logo is real geometry, texture debadging when it is painted into a texture, and the SP → FiveM builder when the finished vehicle needs to become a FiveM resource.

Getting Started

GTC Vehicle Debadge Tool is built around a simple workflow: import the vehicle, inspect what is actually present, make targeted edits, verify the result in the viewer, then export or build the resource you need.

Launch the application

Open GTC Vehicle Debadge Tool. The main workspace gives you access to Debadge, Texture Debadge and SP TO FiveM.

Activate or verify your license

Use the Account panel to check the license state, masked key, email, device, version and activation information.

Import the vehicle

Load the relevant YFT/YTD workflow. The 3D editor can display the vehicle hierarchy and components once a model is loaded.

Choose the right edit method

Remove physical badge geometry with Mesh Debadge, clean painted logos with Texture Debadge, or inspect/edit components directly in the 3D workspace.

Export or build

Export the edited model/texture where appropriate, or use SP → FiveM to package the finished vehicle into a FiveM resource.

License & Activation

The Account panel keeps licensing information visible without interrupting your editing workflow.

License

Shows the current license state/type associated with the installation.

Key

The license key is presented in masked form so the application does not expose the full key on screen.

Email

Shows the account email in masked form for quick account verification.

Device

Identifies the machine associated with the current activation.

Version

Displays the installed application version, useful when reporting an issue.

First Activation / Last Seen

Activation telemetry fields help confirm the licensing state and recent verification status.

Best practice: when asking support for help, include your app version and describe the exact import/edit/export step where the issue occurs. Never send your full license key publicly.

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Interface Overview

The application is divided into focused workspaces so vehicle editing does not become a wall of unrelated controls.

Debadge

Geometry editor for selecting and removing unwanted YFT triangles while keeping the surrounding vehicle structure intact.

Texture Debadge

Texture studio for removing painted logos, badges and other unwanted marks from YTD textures.

SP TO FiveM

Vehicle resource builder for turning a package into a ready-to-use FiveM resource folder.

The main Debadge workspace also exposes selection, editing, viewing, import and export controls, while the right-hand Vehicle hierarchy provides component visibility and LOD management.

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Mesh Debadge

Mesh debadging is for logos and badges that exist as actual 3D geometry inside the vehicle model. Instead of painting over the badge, you select the geometry that physically creates it and remove it during export.

Why this matters: removing the actual geometry is the clean approach when a badge protrudes from a grille, body panel, steering wheel, engine cover or another modeled surface. The underlying vehicle surface remains available rather than leaving a fake painted patch.

Selection → verify → delete

  1. Import the YFT and allow the model hierarchy to populate.
  2. Use the viewport to locate the badge.
  3. Select only the triangles/geometry that should be removed.
  4. Use Delete and inspect the result from multiple angles.
  5. Use Undo if the selection was too broad, then refine it.
  6. Export the YFT once the result is correct.
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Selection Tools

The toolbar provides multiple ways to target geometry. Different vehicles need different selection strategies, so the tool is designed to let you move from precise manual picking to broader selections.

Select Pick

Directly select geometry by clicking it in the viewport. Best for precise badge removal.

Select Smart

Use a more assisted selection approach when the target can be identified without manually picking every triangle.

Select Box

Drag a rectangular selection region to capture geometry in an area. Useful for grouped badge shapes.

Select Surface Select

Target geometry associated with a surface/area rather than chasing individual triangles.

Select Object

Select an object/component as a unit when the hierarchy makes the target easy to identify.

Select Material

Work from material assignment to target geometry that shares a material.

Select Component

Use the vehicle component structure to work on a logical part of the model.

Tip: start with Pick for a small logo. If the badge is made from many connected pieces, try Surface Select, Object or Component instead of manually selecting every piece.

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3D View & Editing

The viewport is where you confirm what is really happening to the model. A good debadge is not just about deleting something — it is about deleting the correct geometry while keeping the vehicle visually and structurally clean.

View Move View

Orbit/pan the scene to inspect the vehicle from the angle you need.

View Fit

Frame the vehicle in the viewport so the model is easy to inspect.

View Wire

Reveal the model's wire structure to understand triangle layout and identify the geometry forming a badge.

View X-Ray

Use a see-through view to help inspect geometry that may be hidden behind visible surfaces.

View Grid

Toggle the reference grid for spatial orientation while inspecting the model.

Edit Undo

Reverse the latest selection/edit operation.

Edit Redo

Restore an operation that was undone.

Import Import YFT

Bring a vehicle model into the 3D editing workspace.

Export Export YFT

Write the edited YFT after you have verified the model.

Axis / View shortcuts

Front, Rear, Left, Right, Top and Bottom give you fixed orthographic viewpoints. They are especially useful for confirming that a badge is gone from every relevant direction.

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Vehicle Hierarchy & LODs

The Vehicle hierarchy is the control center for understanding how the model is split into components and how those components appear across LOD levels.

Hierarchy LOD selector

Switch between Highest / LOD 0, Medium / LOD 1, Low / LOD 2 and Very Low / LOD 3 when those levels are present.

Visibility Show All

Make the available hierarchy components visible.

Visibility Hide All

Hide the hierarchy components so you can isolate the part you want to inspect.

Hierarchy Rename

Rename the selected hierarchy entry when you need clearer organization.

Hierarchy Delete

Remove the selected hierarchy item when the edit requires it.

Search Search parts

Quickly locate components by name instead of scrolling through a large vehicle hierarchy.

Tree Expand / collapse

Open parent components to inspect children or collapse branches to keep complex models manageable.

Tree Visibility checkbox

Toggle individual components while comparing the model before and after a change.

Why LOD awareness matters: removing a badge only from the highest-detail model can leave the same badge visible when the game switches to another LOD. Always check the relevant LODs when the vehicle contains multiple versions of the component.

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Texture Debadge Lab

Not every logo is geometry. Many badges are simply pixels painted into a YTD texture. Texture Debadge gives you an image-editing workspace for removing those marks without rebuilding the 3D model.

Paint Eraser

Remove pixels from the selected texture using the active brush area.

Paint Transparent

Make selected areas transparent where the texture workflow calls for transparency.

Clone Clone Stamp

Copy nearby texture detail into the logo area so the replacement blends with its surroundings.

Paint Fill Colour

Fill a selected area with a chosen colour for fast flat-surface cleanup.

Colour Colour

Choose the colour used by compatible painting/fill operations.

Restore Restore

Recover the original texture content after destructive editing when available in the current edit state.

Brush Brush size

Adjust the brush diameter for fine logo edges or broader cleanup areas.

History Undo / Redo

Step backward or forward through texture edits so experimentation is safe.

Selection Lasso

Draw a free-form selection around irregular logo shapes.

Selection Precision

Use a more controlled selection/editing mode when edges need extra care.

Selection Object

Use object-aware selection where the texture editor can isolate the relevant target.

Canvas Clear

Clear the current editing result when you want to start the texture edit again.

Export PNG

Export the edited texture as PNG when that format is appropriate for your workflow.

Export JPG

Export the edited image as JPG when a compressed non-transparent image is suitable.

Export DDS

Export to DDS for texture workflows that require DDS output.

Texture + Texture

Add another texture to the workspace for editing.

Texture Delete

Remove the selected texture from the editing workspace.

View Move View

Pan/move around the texture canvas without painting it.

How to choose the texture method

If the logo is printed into the texture, start by selecting the correct texture from the left list. Zoom into the logo, choose Lasso/Precision/Brush as appropriate, then use Clone Stamp, Eraser, Transparent or Fill Colour depending on what the surrounding surface requires.

Best result: Clone Stamp is usually the most natural option for bodywork because it can borrow nearby paint detail rather than leaving a solid artificial patch.

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SP → FiveM Resource Builder

The SP TO FiveM workspace turns a vehicle package into a FiveM resource. Instead of manually rebuilding the resource structure every time, choose the package, choose where the resource should be created, and let the builder handle the packaging step.

Input Vehicle Package

Drag and drop or browse for the vehicle package you want to convert.

Input ZIP / RAR / RPF

The builder supports ZIP, RAR, RPF and folders containing RPF files as shown in the application.

Output Same package location

Create the FiveM folder beside the source package for a convenient local workflow.

Output Choose another folder

Select another destination when you want the resource written into a specific workspace.

Build Build FiveM Resource

Run the resource-building process using the selected package and destination.

Output Open Output Folder

Open the location containing the generated resource after a successful build.

Recommended conversion flow

  1. Choose the vehicle package.
  2. Confirm the selected package in the right panel.
  3. Keep Same package location for a quick build, or choose another folder for organized deployment.
  4. Click Build FiveM Resource.
  5. Use Open Output Folder to access the generated resource.

Why it is useful: the builder removes repetitive resource-packaging work from the workflow, giving you a consistent place to create the FiveM resource after vehicle editing.

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Recommended Workflow

For the cleanest result, treat geometry, textures and conversion as separate jobs rather than trying to solve every logo with one method.

Inspect first

Load the vehicle and identify whether the unwanted branding is geometry, texture detail, or both.

Remove physical geometry

Use Pick, Smart, Box, Surface Select, Object, Material or Component to isolate the badge, then delete only what is necessary.

Check LODs

Use the hierarchy and LOD selector to make sure another detail level does not still contain the branding.

Clean texture branding

Open the relevant YTD texture in Texture Debadge and use the least destructive method that produces a natural result.

Verify in 3D

Use Fit, axis views, Wire, X-Ray and Grid to inspect the finished model from multiple directions.

Build the FiveM resource

When the vehicle is ready, send the package through SP → FiveM and open the generated output folder.

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Troubleshooting Guide

The vehicle is not visible after import.

Confirm that the import completed and that the correct model/package was selected. Try Fit, then inspect the hierarchy and LOD selector. If the hierarchy is empty, retry the import and note the exact file type and version shown by the app.

The badge still appears in-game.

Check whether the badge exists in another LOD or in a texture rather than as geometry. Inspect the hierarchy across available LODs and open relevant YTD textures in Texture Debadge.

I deleted too much geometry.

Use Undo immediately, then switch to a more precise selection method such as Pick or Precision/Surface Select as appropriate. Verify with Wire or X-Ray before deleting again.

The texture edit looks like a painted patch.

Try Clone Stamp using nearby texture detail instead of a flat Fill Colour. Work with a smaller brush around the edges and inspect the texture at its intended scale.

The SP → FiveM build button is unavailable.

Make sure a valid package is selected and that the save destination is available. The builder's selected-package and save-location areas should be populated before building.

Where can I get help?

Use the official GTC support/Discord channel. When reporting an issue, include the app version, file type, the operation you were performing, and what happened.

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Support & Resources

If you get stuck, use the tutorials for visual walkthroughs and contact support with enough detail to reproduce the problem.

Tutorials

Step-by-step visual guides for common workflows.

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Website

Product information, features and purchase options.

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Documentation

Use this guide as the reference for the application's tools and workflow.

Discord Support

Join the GTC community for support, bug reports and feature requests.

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Frequently Asked Questions

What is GTC Vehicle Debadge Tool?

A focused vehicle-editing application for removing unwanted mesh-based and texture-based branding, inspecting vehicle components/LODs, and building SP vehicle packages into FiveM resources.

When should I use Mesh Debadge?

Use it when the logo or badge is part of the actual YFT geometry.

When should I use Texture Debadge?

Use it when the logo is painted into a YTD texture rather than modeled as geometry.

Can I use both?

Yes. A vehicle can contain both physical badge geometry and painted branding, so a complete cleanup may require both workspaces.

Why should I check LODs?

Different LODs can contain different versions of vehicle geometry. If a badge exists in another LOD, it can reappear when the game changes detail level.

What does the SP → FiveM builder do?

It packages a supported vehicle package into a FiveM resource using the selected destination.

What package inputs are supported by the builder?

The interface lists ZIP, RAR, RPF and folders containing RPF files.

Can I undo edits?

The Debadge workspace provides Undo and Redo, and the Texture Debadge workspace also provides Undo and Redo.

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GTC Vehicle Debadge Tool — Debadge. Edit. Convert.
Official documentation • Keep your application updated and use the tutorials for guided workflows.