Best Tool To Editing/modify Existing 3d Objects For Personal Use

Discussion in 'Creation Centre' started by pasictarik10, Jan 25, 2026 at 4:31 PM.

  1. pasictarik10

    pasictarik10 Member

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    I'm looking for the best tool (software) available to edit and modify existing 3D objects (cars, buildings) for personal use. I tried opening texture files through Paint or 3DBlender but it didn't work.
     
  2. VirginTrainsIsGreat

    VirginTrainsIsGreat Active Member

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    I think you are going to have issues trying to edit existing assets, unless you have acces to their developer file. See, the assets you download aren't the actual assets, rather just blueprints for them. The game reads these blueprints everytime you edit a route or launch a scenario, etc. The way you make assets for the game in an extremely oversimplified way is modelling them, saving them, as a .obj, in your developer folder along with your textures and using the blueprint editor to correctly script them in a way the game can understand. So, as I said, there isn't (currently) a way to edit existing assets that you have downloaded. I am pretty sure there is a way to reverse the changes of said blueprint editor, but I am not sure anyone has attempted this.

    (someone will probably come along and say everything I said is false and it is actually extremely easy to do something like this but hey-ho)
     
  3. pasictarik10

    pasictarik10 Member

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    That's a shame, I guess it's this way due to concerns over copyright?
     
  4. Oystein

    Oystein Well-Known Member

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    Textures can simply be edited with RSBinTool for example.

    I wouldn't start editing 3d models made by others, I often feel it is faster and better to remake them. You need to rip the models from the game with a software, import it into Blender and start cleaning up a big mess from the rip/export process. Not recommended, or legal in terms of sharing. Just learn how to 3d model and have fun :)
     
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  5. VirginTrainsIsGreat

    VirginTrainsIsGreat Active Member

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    It may be because of that. It is likely because of how large the game would be if DTG or any other developer started providing all the .obj files. For me, the base game from steam takes up around 65GB and that would be doubled or even tripled if they included all of those files. It is simply easier to provide things in a .xml, .bin, .GeoPcDx, etc. format. For each asset created, it can easily take up 50MB of space, times that by around 500 for the average amount of assets included in a DTG route and thats around 25GB for one route (if my maths is correct). Changing it to a .bin/.GeoPcDx format, together, makes each asset around 20KB. Hope this helps ;)
     
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  6. pasictarik10

    pasictarik10 Member

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    Thanks, I wouldn't have shared them anyways.
     

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