MW Tools, Rockport Editor

NFSMapEditor

A world editor for Rockport, saved back into the game's own files.

NFSMapEditor opens a Most Wanted install, loads the city from TRACKS/L2RA.BUN and streams its 700-odd world sections as you move. Everything it shows is read from the game's own formats, and everything it changes is written back into them, with a .bak of the original made on the first save.

What it edits

ScenerySelect, move, rotate and scale placed objects with a gizmo, snapping, and undo and redo. Saves patch the stream in place, so it always loads.
RacesRaces and challenges from the game's vaults, with undo and save.
MarkersPosition markers: add, delete and retype.
Road graphThe AI road network, drawn by traffic class. Moving a node re-fits its curves, lengths and grid, and the chunk is written back byte for byte.
TrafficRoad classes and flags, the vehicles in each traffic pattern, pattern zones and no-cop zones, and the traffic events. The Living World preview follows the game's own spawn, lane and speed rules.
Trigger zonesTunnels, overpasses and the other zone types, labelled with the game's own names, drawn and reshaped in the viewport.
BreakersThe 37 pursuit breakers, with their speed traps and event scripts linked.
World effectsBirds, fog, chimney smoke, fountains and steam, placed from any of the 128 effect classes and drawn as small particle simulations rather than labels.
Audio and weatherAudio zones and the reverb table, and the atmosphere: the fog's scattering model and the visual looks graded over it, with a preview.

It also exports to Wavefront OBJ, keeps a session in a project file without touching the game, and validates a map for broken transforms and out-of-world positions before it saves. MapCLI, its command-line twin, runs the same readers and writers as self-tests: edit, save, reload, compare.

The release is one MapEditor.exe and its libraries; the shaders and data tables are compiled in. Its idea of a city editor comes from KEd, JernejL's map editor for San Andreas.