CFXVehicles takes an add-on vehicle pack, validates it, renders it in 3D, tunes the handling, and registers it with your framework — vehicle list, shop stock and database included.
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/assets/images/screens/apps/vehicles-preview.pngA single add-on car touches vehicles.meta, handling.meta, carvariations.meta, carcols.meta and vehiclelayouts.meta. Merging a pack means editing all five by hand without breaking the XML — and then the vehicle still isn't in your dealership.
CFXVehicles reads the archive and lists every vehicle inside it before extracting anything, so you know what you're installing.
Spawn names are checked against every vehicle already on your server. Conflicts are reported before install, not discovered on a crash.
Render the model, cycle liveries and extras, assign an engine sound, and adjust handling with controls that name what they do.
Write the vehicle into your framework's shared list with a class and a price, and add it to shop stock — the step that actually makes it buyable.
Real-time model rendering with livery and extra switching, straight from the game files.
/assets/images/screens/apps/vehicles-preview.pngEvery handling value exposed with a control that makes sense, not a wall of XML.
/assets/images/screens/apps/vehicles-handling.pngPush a whole pack into your framework's vehicle list and shop stock in one operation.
/assets/images/screens/apps/vehicles-dealership.pngModels rendered from the game files in a real-time viewport with their own textures, so you inspect the car before it reaches your server.
Reads a pack archive and lists every vehicle it contains before extracting anything, so a "car pack" with six cars is never a surprise.
vehicles.meta, handling.meta, carvariations.meta, carcols.meta and vehiclelayouts.meta parsed and merged into your existing pack — not blindly overwritten.
Acceleration, braking, grip, suspension and mass exposed as labelled controls with sensible ranges, then written back as valid XML.
Pick from the stock game sound sets or from custom audio already on your server, and assign it per vehicle.
Detects and fixes clashing siren and emergency lighting IDs — the reason a new police car makes an existing one stop flashing.
Assign which trailers a truck can tow, including additional trailer sets, without hand-editing the vehicle entry.
Resolves the class the game reports into the category your framework and dealership expect, so cars land in the right showroom tab.
Writes the vehicle into your framework's shared vehicle list with name, class and price, and adds it to dealership stock.
Duplicate spawn names and clashing model hashes flagged against everything already installed, before anything is written.
Removing a vehicle strips it from every meta file, the framework list and the shop, rather than leaving orphaned entries that log errors on boot.
Generates a correct fxmanifest for the pack so streaming works without you writing one by hand.
You bought a 40-car pack and need it merged into what you already run without a week of XML editing.
Police and EMS vehicles that keep breaking each other's lights, and liveries that need labelling properly.
You want cars that feel right, and would rather move a labelled slider than guess at a number in handling.meta.
No. New vehicles are merged into your existing meta files rather than replacing them, and any spawn name that already exists is reported as a conflict before anything is written.
Because two vehicles claimed the same siren ID. CFXVehicles detects that and reassigns one to a free ID, which is a one-click fix rather than an afternoon in carcols.meta.
That's the point of the editor. Values are shown as labelled controls with ranges, and written back as valid XML — you can't produce a malformed handling entry through it.
Yes, for QBCore, QBox and ESX. It writes the shared vehicle list entry with class and price and adds shop stock, which is the step most guides leave out.
$9.99 a month, cancel whenever you like. Installs and updates through the CFXAdmin Hub.