Assets and audio · Vehicle Editor guide
3D XML Editor
Inspect YFT meshes, remove vehicle geometry across LODs, debadge models, export UV templates, and compile back to YFT.
3D XML Editor converts YFT data into a CodeWalker XML representation, builds a mesh preview, allows geometry removal, and can compile the XML back to YFT. It is designed for debadging, removing logos/spoilers/parts, and creating UV templates; it is not a complete replacement for Blender and Sollumz.
Open a model
Three input workflows are supported:
- Scanned Vehicles — locates a YFT from its resource path and model name.
- Browse .yft.xml — opens an existing exported XML file.
- Browse raw .yft — automatically converts a YFT into temporary XML.
The application reads bones, shaders, vertices, indices, and UVs from available High, Medium, Low, and Very Low LOD data. Not every XML variation can be rendered perfectly; always verify compiled output in game.
3D controls
| Control | Action |
|---|---|
W, A, S, D | Fly the camera forward, left, backward, and right |
| Left mouse drag | Orbit/rotate the camera |
Right mouse drag or Shift + drag | Pan the camera |
| Mouse wheel | Zoom, clamped to approximately 0.1–100 |
| Reset Camera | Reframe the model |
| Wireframe Mode | Toggle wireframe on every mesh material |
Click a mesh in the preview or part list to select it. Hold Ctrl or Shift to
add/remove meshes from a multi-selection. The eye button only hides a part in the
preview; it does not remove geometry from the file.
Part list and Smart Select
The list shows each bone, shader, and mesh number. Search matches bone or shader names. Select Paintable Body Parts uses bone/shader keywords such as chassis, door, bonnet, bumper, wing, roof, spoiler, and paint. Glass, lights, wheels, interior, badges, mechanical components, and other risky groups are excluded. If naming heuristics find nothing, the application selects up to five large meshes that are not excluded.
Smart Select is an estimate. Custom model naming can produce an incorrect selection, so review every highlighted mesh before deletion or UV export.
Remove meshes and synchronize LODs
- Select one or more meshes.
- Set Auto-sync delete across LODs as required.
- Click Delete Selected Part(s).
- Inspect the result from every angle.
- Click Save Changes.
Delete removes geometry nodes from the XML DOM. When a geometry group becomes
empty, its parent model group may also be removed. Auto-sync looks for the
model.yft ↔ model_hi.yft sibling (or equivalent XML) and removes geometry
with the same bone and shader combination. Sync failures are written to the
loading log while the main model operation may continue.
There is no Undo. Hide a part first for inspection and always work on a copy.
Export a UV template
- Select one or more parts and click Export UV Template.
- The result is a transparent 2048×2048 PNG.
- The editor prefers
texcoord1/UV1, commonly the livery channel, and falls back totexcoord0/the default UV channel. - Multiple selected parts are combined into one template.
- Meshes without UV data are skipped. Export fails if none of the selected meshes contains UV coordinates.
Use the template as a guide layer. Do not assume every panel uses the same texture or UV scale.
Save XML Only vs Save & Compile
- Save XML Only writes
.yft.xmlfor a Blender/Sollumz workflow. - Save & Compile (.yft) writes XML and compiles it into a testable YFT.
- When auto-sync is enabled, the sibling LOD is also saved/compiled when found.
There is no automatic backup. After compilation, inspect file size, reopen the model, and test near/far LODs, collision, deformation, bone animation, extras, lights, doors, and textures on a development server.