MWTools opens a Most Wanted install by its folder and routes every file to the tool that understands it. Each tool reads the game's own formats, writes them back the way the game expects, and keeps a backup of anything it changes.
The tools
| Textures | Every texture pack in any bundle: preview, export as DDS, replace in place or with a repack, batch-replace from a folder, and revert. |
| Models | Geometry in any bundle, the world streams included: a lit, textured 3D preview, OBJ and glTF export, and replacing a model from OBJ or glTF. |
| Cars | Every car in CARS: the model, its meshes, textures and vinyls, and its engine audio. |
| Effects | The particle emitters in attributes.bin: colours, gravity, life, counts, speed and spread, with a live looping preview. |
| Sound banks | Sound effect banks (ABK), engine RPM audio (GIN) and SNR streams: browse, play, export to WAV and replace from WAV. |
| Music | The interactive soundtrack: the MPF routing maps and the MUS stream they index, and the BIG speech streams. |
| Movies | The VP6 movies: play them with sound, export a copy, or replace one from an MP4, transcoded to VP6. |
| Cutscenes | NIS scene bundles: animation clips on their skeletons and the event scripts that direct each scene. All 87 retail bundles play end to end with skinned, textured characters. |
| Front end | Menu textures, the HUD atlases and the in-game fonts. |
| Minimap | The world map and its tile sets: view, export, and replace tiles with JDLZ recompression. |
The audio decoders were checked against every audio file in the game and match vgmstream's output bit for bit. The animation format used by the cutscenes is written up in full in the headers that read it.
Models edited here can be tried in the game without repacking anything, through NFSMW-ML.
