Importing custom decals into Tokyo Xtreme Racer (2025)

For mods, see Tokyo Xtreme Racer (2025).

With this tutorial, you can replace the default decals with your custom ones. It’s currently unknown if adding decals is possible.

  1. Required tools
  2. Instructions
    1. Extracting the original decals
    2. Replacing the decals
    3. Importing the decals back into the game

Required tools

  1. FModel
  2. UE4-DDS-Tools (UE4-DDS-Tools-*-GUI.zip)
  3. UnrealReZen

Instructions

Extracting the original decals

  1. Open FModel.
  2. Add Tokyo Xtreme Racer to the list of games in FModel. You will only have to do these steps once.
    1. Click on under ADD UNDETECTED GAME.
    2. Click on and navigate to the game directory, then select it.
    3. Click on to add the game to the list.
    4. Click on the UE Versions dropdown and select GAME_UE5_4.
  3. Select Tokyo Xtreme Racer from the list and click OK. If FModel mentions available updates, you may safely dismiss this dialog.
  4. Set a proper AES key for the game. Again, you will only have to do these steps once.
    1. Navigate to DirectoryAES.
    2. In the Main Static Key field, paste:
      0xD499D0D1C8E2B87D576EA9756B5137306D1A96D378124C16A6F033BE2A9CBB4A
      

      and press OK.

    3. If done correctly, pakchunk0-Windows.utoc in the GAME ARCHIVES list will no longer be greyed out.
  5. Double-click on pakchunk0-Windows.utoc and navigate to the directory with decals: TokyoXtremeRacer/Content/ITSB/ArtAssets/Models/Livery/Vinyl.
  6. Find the decal(s) you want to replace. Right-click on each and select Export Raw Data (.uasset).
  7. If done correctly, the decal(s) will be extracted to a new directory created where FModel is. The decal(s) will be located in Output/Exports/TokyoXtremeRacer/Content/....

Replacing the decals

For each decal, do the following:

  1. Open UE4-DDS-Tools.
  2. Navigate to the directory with the extracted decals (Output/Exports/TokyoXtremeRacer/Content/...), drag and drop the .uasset file into the field that says Drop .uasset here!.
  3. Drag and drop the image you want to replace the decal with into the field that says Drop an image here!.
  4. Change the UE version field to 5.4 if necessary.
  5. Press Inject.
  6. A new .uasset file will be created in an injected directory. Take this asset, and replace the original asset from FModel’s Output directory with that one.

Importing the decals back into the game

  1. Open the Command Prompt in a directory with UnrealReZen.
  2. Run:
    UnrealReZen.exe --content-path "<path-to-fmodel>\Output\Exports" --game-dir "<path-to-game>\TokyoXtremeRacer\Content\Paks" --output-path "<path-to-game>\TokyoXtremeRacer\Content\Paks\CustomDecals_P.utoc" --compression-format Oodle --engine-version GAME_UE5_4 --aes-key 0xD499D0D1C8E2B87D576EA9756B5137306D1A96D378124C16A6F033BE2A9CBB4A
    

    where:

    • <path-to-fmodel> is the path where FModel is located. Next to that should be an Output directory where you extracted the original decals.
    • <path-to-game> is the path where Tokyo Xtreme Racer is installed. Notice this path is present twice in the command. A correctly constructed path must include TokyoXtremeRacer twice.
  3. If done correctly, CustomDecals_P.pak, CustomDecals_P.ucas and CustomDecals_P.utoc files will be created in <path-to-game>\TokyoXtremeRacer\Content\Paks. If the decals are packed correctly, CustomDecals_P.ucas will not be 1KB in size. If it is, you’ve done something wrong.
  4. If later you want to come back and repack the archive after adding more custom decals, do note that due to a bug in UnrealReZen, the tool currently cannot overwrite existing archives and it will crash when trying to do so. To fix this, go to <path-to-game>\TokyoXtremeRacer\Content\Paks and delete CustomDecals_P.pak, CustomDecals_P.ucas and CustomDecals_P.utoc, and re-run UnrealReZen.

You may now use your decals in the Livery Editor. Please note that the preview images will NOT be replaced! Custom decals only show once you place them on your car.