Object Properties

All objects share these properties:

Object types are used to determine which objects need to be exported for a specific format. Assigning an object type to an object also makes various properties visible in the object properties panel. Those properties will be exported to their respective format. All of them are explained below.

No matter what type the object has, it will be exported in the .w file.
This can be used to bulk-export instances (.fin) to a .w file.

No matter what type the object has, it will be exported in the .ncp file. This can be used to bulk-export instances (.fin) to a .ncp file.

Usually, the add-on uses the texture number from the texture that is assigned to a polygon.
Enabling this property will ignore the texture assigned to faces and use the texture number that was set when importing an object instead (or the number set in the tool panel).

There are no special object properties for .w files.

There are no special object properties for .w files.

There are face properties that can be set to achieve different effects in the game.

Setting this flag will disable backface culling for a polygon (it will be visible from both sides.)

This flag will make polygon transparent. It will either use the transparency from the texture file (if there is an alpha layer in the texture/if the format supports transparency) or the vertex color channel called Alpha where black is translucent, white is opaque.

(Not certain: Hides all geometry behind it except geometry generated by mirrors.)

This will render the polyong with additional blending. Black will be transparent and brighter color values will be added to the color beneath, making the polygon appear "glowing".

Enables texture animation for this polygon.

Disables the environment map (shininess) on this polygon, only used for PRM meshes.

Enables the environment map (shininess) on this polygon, only used for W meshes.
Setting this on pickup.m will make the faces sparkle as the pickup rotates.

Enables the cloth effect on this polygon, as seen on the Mystery car.

Ignores this polygon when exporting.

Instance files contain a list of objects and extra properties for levels.
Some of these properties are used for optimization, others are used for visual effects

Defines how bright each color of the object/texture is. Setting it to white will make it as bright as its texture. Setting it to black will make it black.

Defines the color of the environment map (shininess) and its strength. This color has an alpha channel.

Setting this will make the instance invisible. Its collision file will still be loaded.

When the track is loaded in mirror mode, this instance will be hidden.

Setting this will make the instance able to receive light from in-game lamps and light sources.

The camera will ignore and clip through this objects when the property is set.

Cars and other movable objects will move through this object when the property is set.

(Not certain: Instances with priority 0 won't be loaded in multiplayer)

Defines how soon higher quality meshes will be shown. (Apparently not working in RVGL?)