Rivet

Exporting

Export a .yft (File > Export YFT, Ctrl+E)

  1. Run Preflight first and fix what it finds (see Vehicle tools).
  2. File > Export YFT. Pick the folder (the first time it's a carforge_export folder next to the source, so the game files are never overwritten).
  3. Choose:
    • Game version: Legacy (the original PC game) or Enhanced (GTA V Enhanced).
    • Build on: the original .yft (for a car opened from a .yft: physics, collision, glass and lights are kept), from scratch (for a .z3d), or a donor .yft (a vanilla car of similar size lends its physics tuning, and collision for standard panels you haven't made).
    • Write textures to rebuild the .ytd too (off unless you changed textures).
  4. Export writes name.yft and name_hi.yft, then reads them back and reports anything to look at.

The export is named after the part the chassis sits in, at the top of the tree (e.g. forme for forme > chassis). Rename that part to rename the export.

Parts that aren't under the chassis (a merged model's parts) are exported as their own parts under it, with a warning. Link them under the chassis to place them yourself: see Scene nodes and parts.

Export a FiveM resource

Vehicle > Export FiveM Resource writes a ready-to-use resource folder:

  • stream/ with the .yft, _hi.yft and .ytd,
  • data/ with vehicles, handling, carcols and carvariations .meta,
  • fxmanifest.lua.

The window has the mass, drive force, top speed, gears, colours and modkit id. Modkit id 0 uses the game's default kit (0_default_modkit); any other number gets a kit of its own named after the car. It won't write inside the game folder.

Save a .z3d

File > Save (Ctrl+S) writes a ZModeler 3 scene with everything: parts, materials, textures, UVs, User-Defined options. Open it in Rivet or ZModeler 3 later.

Other formats

Export > FBX / OBJ for other 3D programs; Export YTD for the textures alone.