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.
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.
Open GTC Vehicle Debadge Tool. The main workspace gives you access to Debadge, Texture Debadge and SP TO FiveM.
Use the Account panel to check the license state, masked key, email, device, version and activation information.
Load the relevant YFT/YTD workflow. The 3D editor can display the vehicle hierarchy and components once a model is loaded.
Remove physical badge geometry with Mesh Debadge, clean painted logos with Texture Debadge, or inspect/edit components directly in the 3D workspace.
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.
Shows the current license state/type associated with the installation.
The license key is presented in masked form so the application does not expose the full key on screen.
Shows the account email in masked form for quick account verification.
Identifies the machine associated with the current activation.
Displays the installed application version, useful when reporting an issue.
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.
Interface Overview
The application is divided into focused workspaces so vehicle editing does not become a wall of unrelated controls.
Geometry editor for selecting and removing unwanted YFT triangles while keeping the surrounding vehicle structure intact.
Texture studio for removing painted logos, badges and other unwanted marks from YTD textures.
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.
Get The Tool →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
- Import the YFT and allow the model hierarchy to populate.
- Use the viewport to locate the badge.
- Select only the triangles/geometry that should be removed.
- Use Delete and inspect the result from multiple angles.
- Use Undo if the selection was too broad, then refine it.
- Export the YFT once the result is correct.
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.
Directly select geometry by clicking it in the viewport. Best for precise badge removal.
Use a more assisted selection approach when the target can be identified without manually picking every triangle.
Drag a rectangular selection region to capture geometry in an area. Useful for grouped badge shapes.
Target geometry associated with a surface/area rather than chasing individual triangles.
Select an object/component as a unit when the hierarchy makes the target easy to identify.
Work from material assignment to target geometry that shares a material.
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.
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.
Orbit/pan the scene to inspect the vehicle from the angle you need.
Frame the vehicle in the viewport so the model is easy to inspect.
Reveal the model's wire structure to understand triangle layout and identify the geometry forming a badge.
Use a see-through view to help inspect geometry that may be hidden behind visible surfaces.
Toggle the reference grid for spatial orientation while inspecting the model.
Reverse the latest selection/edit operation.
Restore an operation that was undone.
Bring a vehicle model into the 3D editing workspace.
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.
Get The Tool →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.
Switch between Highest / LOD 0, Medium / LOD 1, Low / LOD 2 and Very Low / LOD 3 when those levels are present.
Make the available hierarchy components visible.
Hide the hierarchy components so you can isolate the part you want to inspect.
Rename the selected hierarchy entry when you need clearer organization.
Remove the selected hierarchy item when the edit requires it.
Quickly locate components by name instead of scrolling through a large vehicle hierarchy.
Open parent components to inspect children or collapse branches to keep complex models manageable.
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.
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.
Remove pixels from the selected texture using the active brush area.
Make selected areas transparent where the texture workflow calls for transparency.
Copy nearby texture detail into the logo area so the replacement blends with its surroundings.
Fill a selected area with a chosen colour for fast flat-surface cleanup.
Choose the colour used by compatible painting/fill operations.
Recover the original texture content after destructive editing when available in the current edit state.
Adjust the brush diameter for fine logo edges or broader cleanup areas.
Step backward or forward through texture edits so experimentation is safe.
Draw a free-form selection around irregular logo shapes.
Use a more controlled selection/editing mode when edges need extra care.
Use object-aware selection where the texture editor can isolate the relevant target.
Clear the current editing result when you want to start the texture edit again.
Export the edited texture as PNG when that format is appropriate for your workflow.
Export the edited image as JPG when a compressed non-transparent image is suitable.
Export to DDS for texture workflows that require DDS output.
Add another texture to the workspace for editing.
Remove the selected texture from the editing workspace.
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.
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.
Drag and drop or browse for the vehicle package you want to convert.
The builder supports ZIP, RAR, RPF and folders containing RPF files as shown in the application.
Create the FiveM folder beside the source package for a convenient local workflow.
Select another destination when you want the resource written into a specific workspace.
Run the resource-building process using the selected package and destination.
Open the location containing the generated resource after a successful build.
Recommended conversion flow
- Choose the vehicle package.
- Confirm the selected package in the right panel.
- Keep Same package location for a quick build, or choose another folder for organized deployment.
- Click Build FiveM Resource.
- 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.
Recommended Workflow
For the cleanest result, treat geometry, textures and conversion as separate jobs rather than trying to solve every logo with one method.
Load the vehicle and identify whether the unwanted branding is geometry, texture detail, or both.
Use Pick, Smart, Box, Surface Select, Object, Material or Component to isolate the badge, then delete only what is necessary.
Use the hierarchy and LOD selector to make sure another detail level does not still contain the branding.
Open the relevant YTD texture in Texture Debadge and use the least destructive method that produces a natural result.
Use Fit, axis views, Wire, X-Ray and Grid to inspect the finished model from multiple directions.
When the vehicle is ready, send the package through SP → FiveM and open the generated output folder.
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.
Support & Resources
If you get stuck, use the tutorials for visual walkthroughs and contact support with enough detail to reproduce the problem.
Step-by-step visual guides for common workflows.
Product information, features and purchase options.
Use this guide as the reference for the application's tools and workflow.
Join the GTC community for support, bug reports and feature requests.
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.