> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Prop editor

> Tools, views, geometry, material, collision, origin, and the prop sheet of the Props editor.

The prop editor is the [Structures](/projects/structures/geometry.md) 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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-editor-empty.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=91f9f9a362c552b18556bcdb05e4a3d3)

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

| Part | What it does |
| - | - |
| **Back to props list** | Returns to the list. With unsaved edits, **Close prop** warns that going back discards them. |
| Name next to **props** | Renames the prop, the same as on the list. Disabled while there are unsaved changes. |
| **Object / Face / Edge / Vertex** | **Object** picks whole objects and moves them. The other three switch to **Edit geometry** at that level. |
| **Plan / Perspective** | **Perspective** orbits the prop on its own. **Plan** looks straight down and shows **Map plan · Z cut off** on the stage. |
| Project badge | Shows the project name and **Saved**, **Not saved**, or **Failed**. Its menu has **Save**, **Export**, and **Project sheet…**. |

![Prop editor in Plan view showing the box from above](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-plan-view.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=ed4b34753e0a5f1aba0d815f0fd35f82)

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.

| Tool | Key | What it does |
| - | - | - |
| **Edit geometry** | **7** | Edits faces, edges, and vertices. |
| **Create geometry** | **9** | Draws a box, plane, cylinder, ramp, stairs, or outline. |

Below them, **Select** (**V**), **Box selection** (**B**), and **View** (**N**) are always available.

![Geometry node with Shape set to Box and its size fields](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-create-geometry.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=54019e4b793e4a43b811846f047a1292)

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](/projects/structures/geometry.md) for how each one behaves.

![Prop editor in Edit geometry with the Modeling tools dock and the Close and connect popover](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-modeling-dock.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=d0664983e54e66039fc3af06f4da18bd)

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-tree-menu.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=771e502eb4245738c15d8272b120013a)

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](/projects/structures/textures.md).

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-texture-library.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=9acea7a0f538ef2999cb45053a652a8b)

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-material-applied.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=bc7d1b1d54f4523a66f56ddbb2951a26)

Material and collision of the selected faces.

## Collision

The **Collision** block of **Material** decides where each face exists in game.

| Surface | Result |
| - | - |
| **Drawing and collision** | Visible and solid. The default. |
| **Drawing only** | Visible, with no collision. Use it for grass and decals. |
| **Collision only** | An invisible blocker. |
| **Stair ramp** | A smooth ramp over steps that only the player ped walks on. It is not drawn. |

**Collision material** sets footstep sound, bullet marks, and particles. **Collision flags** are the same as in [Flags](/projects/structures/flags.md).

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-prop-sheet.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=faafbb972a6ce9d3bb9d76fdcb44f9de)

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

| Field | What it does | Default |
| - | - | - |
| **Name** | Renames the prop and its file. Enabled only with no unsaved changes. | The prop name |
| **lodDist** | Distance in meters at which the game stops drawing the prop. | 500 |
| **hdTextureDist** | Distance in meters up to which the game uses high-resolution textures. | 100 |
| **Triangles**, **Vertices** | Counts of what will be exported. Both read 0 when the prop cannot be exported. | — |
| **Box (m)** | Width, depth, and height of the prop's faces. | — |
| **Collision** | How many faces collide. | — |

### 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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-origin-base.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=cf6007f22330a714d55ad83de066070a)

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-view-panel.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=10cc87da891854ab00e6b518a85027b1)

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](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-save-badge.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=258421bf517df144c364e168abe4ddbb)

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.

| Message | Kind | What to do |
| - | - | - |
| **… faces without a texture. Click to mark them and apply a texture before exporting.** | Error | Select the faces and apply a texture. |
| **… faces with the texture "…" without a dictionary (.ytd). Click to mark them and choose the texture again.** | Error | Pick a game dictionary texture or import an image. |
| **An archetype "…" already exists in the game. Choose another name for the prop.** | Error | Rename the prop. |
| **Prop without triangles: it is left out of the export.** | Warning | Draw geometry. |
| **No face of the prop has collision.** | Warning | Set at least one face to **Drawing and collision**. |
| **A prop has no place in the world: its world water is left out of the export.** | Warning | Change the **Type** of those faces. |

![Checker section with a red badge and an error about faces without a texture](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-checker-no-texture.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=08bf8a75cd135fd0d1e6b61b1f3015ce)

The Checker with an error.

## Troubleshooting

> **Preparing the view…**
>
> The 3D view is starting. If it fails, click **Try again**.

> **Save the prop to rename it.**
>
> The **Name** field is read-only while the prop has unsaved changes. Press **Ctrl+S**, then rename it.

> **The model conflicts with an existing edit. Review the proposal.**
>
> You imported a model while a mesh action was pending. Resolve the notice in the right column and import again.

> **Could not check whether the prop name already exists in the game. Open a workspace to check.**
>
> The GTA V folder is not indexed yet. Configure it in **Settings** and wait for the index to finish.


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