Color and transparency values of the selected point(s), in RGBA format (with 0-255 scale)
Polygon object properties
Belongs to block
Block where the object belongs
Stored in Chunk
Each object is stored in a "chunk" of the object track data; chunks can determine how and where objects appear. For objects, the most commonly used chunks are:
Chunk 0 & 2: used for regular polygon objects like buildings, trees and other sorts of static scenery outside of the driving road boundaries.
Chunk 3: used for objects that only appear when the track is set to day with no weather (such as the wooden bridge light rays in Hometown)
Convert to Extra Object
Converts the selected polygon object to an extra object
Extra/global object properties
General
Obj refpoint position:
Displays the object's coordinates; enable Change refpoint checkbox and set it to "Manual change" to change them
Belongs to block
Block where the object belongs
Stored in Chunk
Each object is stored in a "chunk" of the object track data; chunks can determine how and where objects appear. For objects, the most commonly used chunks are:
Chunk 0 & 2: used for objects like signs and trees the player can collide with or global animated objects.
Chunk 1: used for global objects with complex behavior, like cones.
Unknown & Unknown 3
Unknown data
Crosstype
The type of extra/global object
Global
Simple (NFSHS only)
Animated
Collision
unused
Complex behavior
REFXOBJ Data
Unknown 1 & 2
Unknown data
Collide effect
Selects collision type
no collision
solid (i.e. trees or walls)
Hit & fall (i.e. signs or gates)
AnimData
Animation Delay
Delay between animation frames in game tics (1/30th of a second), the shorter the delay bewteen frames, the faster the animation.
Export/Import
Exports or imports animation data of object to/from a text file.
AnimationDataNr
Animation frame to edit
Pos. X/Y/Z
Coordinates of the object in the selected animation frame
Multi 1-4
XYZW rotations of the object, units are in degrees and they are represented as quaternions but with signed integer numbers, so you'll have to do a couple of conversions detailed below:
You can use this 3D Rotation Calculator (https://www.andre-gaschler.com/rotationconverter/) to convert Euler XYZ rotation angles to quaternions. Just make sure both input and output units are set to degrees.
Copy each of the quaternion values and multply them by 16384, input the resulting numbers in the corresponding fields
You cannot input negative values manually in the Multi fields but you can copy and paste them
Euler XYZ rotation axis work as the following:
X will rotate the object up and down
Y will rotate the object left and right
Z will tilt the object left and right
Please note in order to apply changes for a AnimationDataNr Pos or Multi values, you'll have to select another one after changing them.
Shading
The drop down list contains a list of the points of the object
Below there's a color selector and RGBA (0-255) fields to determine the selected point color and transparency
The Set RGBA for all button sets the chosen color for all points in the object
HS Type 6
As denoted, this is exclusive of NFSHS; Type 6 global objects do have mass and a hitbox; they can be interacted with by vehicles.
Mass
Weight of the object in kg
Export/Import
Exports or imports the Type 6 data of the object to/from a file
View
View the data of the Type 6 object directly. Only use this option if you know what you're doing
Light/sound source properties
Belongs to block
Block where the object belongs
Type
Lights: selects a track glow type from the ini file. You can also use the drop down above to preview its color and select it. You can see info on track glows here
Sounds: selects a sound from the track's sound bank (tram##[N][W].bnk) file
Byte 2/3/4
Unknown data. Don't touch it unless you know what you're doing.
Raytrace light (light only)
Performs light raytracing on the adjacent track geometry using the light source and its glow settings. Light radius can be adjusted with the Light distance multiplier field.