CRP-Inspector Beta RC1 – 18.04.2026

Basic usage:
CRPs can be loaded despite being compressed, locked or being damaged to some degree. Upon saving, the Inspector will rebuild a fresh structure from all parsed objects. 

The global “Item” Buttons do what they say, depending on the selected tab, you can select geometry, effects or bounding objects and ex/import them, copy or delete them.
Important: When you export / import geometry, e.g. the driver, include Materials. This will ensure correct material definition. If you uncheck it, the materials will default to 0.

“Reset” will reload the actual file. All work you do in the Inspector is temp-based until you save it.

Geometry tab
This tab allows basic geometry operations, parts can be entirely moved on 3 axis with “Move Part”, “Rotate Part” or scaled with “Scale Part”. 
“Modify Verts” opens a very simple vertex editor. It allows e.g. to correct the dent in the original 928 steering wheel.
“Bake Animation”: If you load a CRP  that has objects named as Object_Frame0, Object_Frame1, it will be recognized as possible animation. Clicking the button associates these parts and allows you to create an animation. Fine-tuning can be done trough base-block-editing.
“Flip Damage”: Be careful with this button as it will apply the delta vertexes of the damage info to the mesh every time you press it. Purpose: When you want to modify a vanilla car, you can use this, save & import the CRP to z-mod and like so make damaged parts adapted to the original damaged model.

“Edit Base”: This opens a base block editor that allows you to modify the amount of animation frames, tpg slots and some more.
“Edit TR”: Lets you edit the part origin info. Note: Vanilla cars usually only have tr blocks for pivoted parts. Z-Mod creates one for every part. The vertex cooridnates are relative to the tr-coordinates if an object has a tr info.
“Edit Materials”: Not implemented yet.

Effects tab
This tab allows for basic editing of the effects. The game does not always behave as planned, this requires deeper research. Moving glares, changing their color etc. usually works fine. You can export/import one glare group at once.
This tab also features a base block editor, the Effect structure has differences here that yet have to be correctly implemented.

Bounding tab
Moving, scaling, rotation of bounding objects and also Ex/Import and copying of Bounding objects possible.

Materials tab
Placeholder

Textures tab
Placeholder

Rebuild plan
Here, you can select which items to include when saving the CRP. The inspector will pre-unselect any damaged or invalid objects per default.

About tab
Some info on the CRP Inspector.

Thanks to:
-	Mrmaller1905 for publishing the CRP info on Reshax
-	The peeps from the “Classic Need for Speed” discord for motivation
-	Dr Vannacut for support, motivation, hosting & backup
