Pedify guide
Choose a vehicle editing tool
Start with files you own or may edit. Keep an untouched backup, open one matching vehicle set, and choose a tool for the change you can verify.
Prepare the source set
Open the vehicle workspace and choose the original resource folder or its supported files. Keep the base model, any matching _hi model, textures and relevant metadata together. The tool previews supported vehicle parts with neutral shading; it does not reproduce every in-game material or effect.
Use Vehicle workspace to inspect the model. Select files and targets explicitly. Base and high-detail files may need separate selections; do not assume names or mesh order make a valid pair.
Pick an available operation
- Name and handling: change the supported spawn names and selected existing handling values or flags; keep the metadata references consistent.
- Existing materials and collision: edit supported material values on existing primitive collision parts, or fit a supported box/sphere part to an explicitly selected rigid mesh. This does not set bullet resistance or breakable glass.
- LOD: edit supported LOD switch distances. Bounded generation is available only for supported rigid source surfaces and an empty target LOD; it is not arbitrary mesh optimization.
- Seats: move an existing supported seat bone, add a seat with a matching layout, or remove only an unused final seat where the files permit it. These edits do not establish entry, exit or seat animation in game.
- Wheels: choose a rigid mesh explicitly and adjust its uniform size or position along a chosen local axis. Other LOD meshes are not moved automatically; wheel identification, bone binding and physics are not created.
- Colour and lights: apply the supported vertex-colour/tint operations or edit existing light records. The tools do not emulate GTA lighting, flashing or gameplay.
- Body and panels: limited body import accepts a baked GLB, glTF with its local .bin file, geometry-only DAE 1.4.1, or supported ASCII FBX 7.4. The donor and target must have the same vertex count and index sequence in both base and high-detail files. Panel work edits a supported pivot frame and offers a controlled local pose. Neither creates arbitrary mesh topology, an animation clip or a physical joint.
- Static bone: add one supported static leaf bone and, where explicitly selected, bind an existing emitter record. This does not add a light record or prove its in-game motion.
Save, export and test separately
Review the exact file and operation before applying it. Use Undo or Reset when the preview is not right; save a local project if you need to reopen it. When export is available for your project, keep the complete exported resource and its report together and follow the manifest paths.
Arbitrary donor tuning, bulletproof or breakable-glass behavior, free-form topology changes and physical GTA joints are not available operations. A supported local edit or successful resource export does not confirm that the vehicle works in game or that every file format is supported. Test handling, seats, collisions, lights, LOD and resource start/stop on your own private FiveM test server.
See the resource installation guide. For any export estimate, check the server’s current cost estimator.