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Model texture lets you choose a model and one of its textures. Global texture lets you choose a .ytd dictionary directly. Either route can reach a shared texture: if the notice says other models use it, the edit changes them too.

Edit a model texture

1

Choose the model

In New edit, select Model texture. The list is the same catalog as the Viewer. Open Options and set Model type to switch from Vehicles to Peds, Weapons, Clothing, or Props, then search in Search models….
New edit on Model texture with the adder model, a texture grid, and the detail strip

Model texture: the Adder, its textures, and the detail strip.

New edit with Options open and Model type set to Props

Model type set to Props.

2

Pick a texture

Each tile shows a preview, the texture name, its use, size, and format. Narrow the grid with Texture use (for example Livery, Decal, Normals) or Search textures. A lock icon means the texture cannot be edited; the tile says why. A check means the texture is already in the project.Prefer Livery or Decal for artwork. Base color changes the surfaces that use that texture; check the UV map and 3D preview.
3

Click Continue

The 2D stage shows the game texture and the 3D preview shows the model wearing your layers. If the project already edits this texture, Continue reopens that edit.
A model can also arrive pre-picked: from the Assets tab, Open in › Projects › Edit texture (Send to Projects), or from the Map tab as Map model.

Edit a global texture

1

Choose the dictionary

Select Global texture. The list shows texture dictionaries instead of models. Pick one, then a texture tile.
New edit on Global texture with the shared dictionary selected and the warning that the edit affects all models using the texture

A texture picked from the shared dictionary, with the shared warning.

2

Click Continue

A banner warns that other models use the same file. A new edit opened from a dictionary has no 3D model preview.
“The edit affects all models that use this texture.” is literal: a shared dictionary changes every model that reads it. Check the detail strip before you continue.

Deliver the texture in game

The header of a plain model or dictionary edit has a File | In game switch. It decides how the result reaches the game.
1

Click In game

Rageon checks that the texture can be swapped.
2

Name the swap and click Confirm

Swap id asks for the id your scripts will use and describes which models the swap reaches.
Editor header with the In game switch and the Swap id dialog

The File | In game switch and the Swap id dialog.

Export writes textures.json and a textures/<id>/ folder with art.webp or animated frame_*.webp images and player.html. Keep them together in the exported resource. The card gets a FiveM badge. Switch back to File to remove the id; Ctrl+Z undoes it. In game, call exports['rageon-bridge']:applyTexture('<id>') from a client script or exports['rageon-bridge']:applyTextureForAll('<id>') from a server script. The matching exports['rageon-bridge']:removeTexture('<id>') and exports['rageon-bridge']:removeTextureForAll('<id>') calls restore the original. A swap affects every model that uses the original texture, and two swaps cannot own the same one. The switch does not appear on liveries, clothing variants, the minimap, tattoos, overlays, palettes, or skins. Skins always go in game.

Limits and plans

In-game swaps work only on FiveM and need rageon-bridge on the server. An older bridge shows a warning in the export dialog. Update it in Settings › Bridge. Textures per project depend on your plan; see rageon.dev/pricing.

Troubleshooting

The In game request was refused, so the edit stays in File. Check the reason shown. A texture embedded in a .ydd cannot be swapped in game and must be exported as a file.
Rageon found no way to address this texture at runtime. Keep the edit in File.
Choose another swap id. Ids must be unique in the project.
Only one swap can own an original texture. Remove or change one of them.
Double-click the name on one of the cards and give it a different id.
Update rageon-bridge on the server in Settings › Bridge, then export again.
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