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The prop editor is the Structures editor reduced to one object on an empty ground. The geometry, texture, and flag tools work the same way, so this page covers only what is different in Props. A prop has no rooms, portals, or lights, and no map. Several labels still say “structure”: the right column’s Structure section, its Search in structure field, the Add to structure menu, the In this structure tab of the texture library, and the Structure rendering settings dialog. Read them as “prop”.

Layout

Top to bottom, the editor has the toolbar, the transform bar, the stage, and the details column on the right. It always opens in Perspective.
Prop editor on an empty grid with the toolbar, the transform bar, three tool groups on the left, and the details column

An empty prop with its toolbar, transform bar, tools, and right column.

Prop editor in Plan view showing the box from above

Plan view of the planter.

The transform bar is the one from Structures, minus World/Local unless the selection has a rotation, and minus Source, which needs a placed prop. The gear at the top left of the stage opens Structure rendering with the renderer settings, the same dialog as on the Map tab.

Tools

A prop has two tools, because rooms, portals, and lights do not exist here. Below them, Select (V), Box selection (B), and View (N) are always available.
Geometry node with Shape set to Box and its size fields

The Geometry node, pinned beside the tools.

Create geometry draws one object per gesture and then enters Edit geometry with its faces selected. The shape fields keep their values for the next object. Align to surface draws on the face under the pointer; turn it off to draw on the grid plane. Pointer sets what the pointer lands on while you draw: Geometry, Grid, or both.

Geometry

Edit geometry swaps the tools for the modeling tools, with Back to prop as the first button. The tools are the same as in Structures: Extrude, Inset, Bevel, Loop cut, Bisect, Knife, and Slide, plus the Close and connect, Clean up and triangulate, and Separate and remove groups. See Geometry for how each one behaves.
Prop editor in Edit geometry with the Modeling tools dock and the Close and connect popover

Modeling tools with the Close and connect actions open.

A shape you drew stays editable through its parameters, with Duplicate and Convert to editable mesh, until you convert it. History lists every mesh action of the prop in the order it applies. Click a row to adjust it; the eye turns it off without deleting it. The Structure tree lists the objects of the prop at the root. New group and Import model… are the only items in its + menu. Groups only organise the tree and do not reach the export.
Structure tree with an object row menu listing Rename, Frame, Hide, Isolate, Lock, Duplicate, Group, and Delete

The row menu of an object in the tree.

Material and textures

Select faces in Edit geometry, or pick an object in the tree, and use Material. Library opens the Texture library; Import copies an image into the project and applies it. Both work as in Textures. A prop can only export a texture that comes from a game dictionary or an imported image. A texture marked as a map piece works as a preview only, and the Checker blocks the export until you choose another one.
Texture library on Game and mods with a search field and a grid of textures

The Texture library with a search.

Type sets the material family: Opaque, Glass, Emissive, Emissive at night, or Cutout (hard alpha). Water types also appear in the list, but a prop has no place in the world for water, so the Checker warns that it is left out of the export. Do not use them in a prop.
Material section with the texture, Type, Normal map, Specular map, Collision, and UV mapping

Material and collision of the selected faces.

Collision

The Collision block of Material decides where each face exists in game. Collision material sets footstep sound, bullet marks, and particles. Collision flags are the same as in Flags. The Collision line of the Prop section counts the faces that collide. At zero, the line is replaced by an orange No face collides, so the player walks through the prop.

The prop sheet

Click Select with nothing picked and the Prop section appears in the right column.
Prop section with Name, lodDist, hdTextureDist, Triangles, Vertices, Box, Collision, and the origin button

The Prop section: name, draw distances, counts, collision, and the origin button.

Origin

The origin is the point that lands where you place the prop. Click Put the origin at the center of the base to move the whole model so the center of its base sits on it. It is one undo step. The button is disabled when the origin is already there.
Prop section with the origin button disabled

After moving the origin to the base.

The View panel

View (N) opens a column at the right edge of the stage with Camera, Orientation grid, and Labels. Camera takes exact position, heading, and pitch, and is disabled in Plan. The grid is also the plane Create geometry draws on. A prop has no render box and no map settings.
View panel with Camera, Orientation grid, and Labels sections

The View panel of a prop.

Save

Ctrl+S saves the prop and refreshes the preview on its card. The badge menu also exports the project.
Project badge menu with Save, Export, and Project sheet

The project badge menu.

The Checker

The Checker section lists what blocks the export (red, errors) and what does not (orange, warnings). Ready to export means it is clean. Click a row to select the faces or the object it names.
Checker section with a red badge and an error about faces without a texture

The Checker with an error.

Troubleshooting

The 3D view is starting. If it fails, click Try again.
The Name field is read-only while the prop has unsaved changes. Press Ctrl+S, then rename it.
You imported a model while a mesh action was pending. Resolve the notice in the right column and import again.
The GTA V folder is not indexed yet. Configure it in Settings and wait for the index to finish.