This mode allows you to click on and select items in viewport. You can drag a selection box around multiple items to select everything in the box. You can also hold Control while clicking to add or remove items from the selection set. Once a node is selected it may be dragged and moved to a new location with the mouse. Keyboard controls can also move nodes around. The track can be selected but not moved directly. You have to move the track nodes to move the track.
In Select/Modify mode you can double click on a node to bring up a control panel appropriate to that node. This serves as a handy short cut to make configuration changes. Each control panel may be closed with the X in the upper right corner of the window.
Select the items or nodes you want to rotate using Select/Modify, then click on Rotate to enable rotation mode. Once enabled you can rotate the selected items around by clicking and dragging. The rotation will center at the point you clicked. If Snap is enabled the selected items will rotate in increments configured by the rotation angle setting. Click on Select/Modify to exit this mode.
Start Vertex button is used to place a new track node that is not connected to any existing track. To use, click on Start Vertex, then click on the location you want to add the track in a view port. After adding a Start Vertex the editor will automatically switch to Add Vertex mode.
Add Vertex adds new track nodes to the end of existing track. To use, click on Add Vertex and then move your mouse to the location you want to add track. You must be somewhat near the end of existing track to add a new track node. Click on Select/Modify to exit this mode.
Note that as you add vertices the track may start banking at strange angles. This is normal because track banking is controlled by Roll Points. While adding vertices, do not worry how the track changes banking. You can set the banking with Roll Nodes (see Roll Nodes for more information).
Insert Vertex adds a new track node between two existing nodes. To use, click on Insert Vertex, then move your mouse to a location between two existing track nodes. Click to add the new node. Click on Select/Modify to exit this mode.
To bank the track, click on Add Roll, then click on the track to add a roll node at that point. You may click on the track as many times as you wish to keep adding roll nodes. Click on Select/Modify to leave this mode. Double click on the roll node (green disc) to change the roll.
Add Section Type Separator
All coasters start with normal track. If you click on the track the entire circuit will highlight. A coaster with only normal track will not work correctly nor will it have a train. To add lift hills, brake runs, transport sections, and stations, you must divide the coaster into different functional and logical sections. These are marked with Type Separator nodes. Each Type Separator serves as a marker to divide the track into multiple smaller sections. Add as many Type Separators to set the boundaries of the track sections. Click on Select/Modify to leave this mode. Once you have added nodes, clicking on track will highlight only the area between the closest two separators.
Add Segment Style Separator
The Coaster Properties screen covers universal settings for the entire coaster. Adding Style Separators enables custom settings for smaller portions (segments) of the track. You can add as many style separators to the track as you wish. Click on Select/Modify to leave this mode.
Add 4D Parameter
The 4D coaster has a unique ability to control the pitch of the seats throughout the ride. 4D Parameter nodes allow you to control exactly how the seats roll through the ride. Click on Add 4D Parameter, then click on the track. The node will appear as an L shape to indicate the direction the seats are facing at that location. Note that 4D trains start with trains facing backward, not forward. Click on Select/Modify to leave this mode.
Double click on a 4D Parameter node to bring up the 4D Parameter panel. Using the buttons provided you can change the roll amount at that location the same way you change banking. 4D seats can roll a maximum of +/- 270 degrees. All other styles will ignore any 4D nodes on the track.
Add Track Trigger
Certain coaster styles react to dynamic forces with spinning or swinging cars. Triggers control these dynamic movements by unlocking or locking the swinging/spinning option on select coaster styles. To use, click on Add Trigger, then place the trigger node at the desired location. Click on Select/Modify to leave this mode.
Double click on a Trigger node to change the setting. Coaster styles that do not spin or swing will ignore trigger nodes on the track.
Add Special Track
Choose the special pre-built track using Special Track... from the Element Tab. The editor automatically switches to Add Special Track mode after a special track is selected from the menu. Click inside the viewport to add the special track element. After placing the special track, the editor changes back to Select/Modify. You can click on Add Special Track to add another of the last special track chosen.
Add Free Node
A Free Node can be placed anywhere in space. Click on Add Free Node, then click in a viewport to add the Free Node. You can add as many as you want. Click on Select/Modify to exit this mode.
Add Rail Connector
Rail Connectors are support nodes that attach to the track. To add a Rail Connector Node, click on Add Rail Connector, then click on track where you want to place Rail Connector Nodes. You can add as many as you want. Click on Select/Modify to exit this mode. You can click on and drag Rail Connector Nodes along the track.
Footers are concrete blocks in the ground that support beams connect to. These anchor the coaster supports and form the foundation of the ride. To add footers, click on Add Footer, then click on the terrain where you want to add footers. You can add as many as you want. Click on Select/Modify to exit this mode. You can click on and drag footers around the terrain.
Add Beam Node
Beam Nodes are support nodes that attach to existing beams. To add a Beam Node, click on Add Beam Node, then click on the beam you want to add a Beam Node to. You can add as many Beam Nodes as you want. Click on Select/Modify to exit this mode. You can click on and drag Beam Nodes along the beam they are attached to. Deleting the beam will delete all attached beam nodes.
You can add Flanges to beams to give them the appearance of two shorter beams bolted together. Flanges are a special type of Beam Nodes and are added just like them.
This function changes to Add Beam Edit Mode for adding beams between two support nodes. To add a beam, click on Add Beam, click and hold the left mouse button on the first support node, then drag a line to the next support node. Release the mouse button when the target support node lights up. A beam will connect the two support nodes. You can add as many beams as you want. Beams that connect at an angle will automatically bevel the ends to appear properly connected, though both beams should be the same thickness for this to look correct. Click on Select/Modify to exit this mode. Double clicking on a beam brings up the Supports Panel.
Add Support Prefab
This edit mode adds the selected prefab into the map. To add a prefab, first click on Choose Prefab to select a prefab. Once selected the Add Prefab button becomes available. Click on Add Prefab, then click on the track to add the selected Prefab support. All beams will automatically be drawn. Click on Select/Modify to exit this mode. You can click and drag a prefab support node along the track.
Add Defined Support
The Add Defined Edit Mode is for pasting in supports that were previously defined with the Define (Copy) button. To add the most recently defined support structure, click Add Defined (Paste), then click in the viewport to add the structure. You can add the structure as many times as you want. Click on Select/Modify to exit this mode.
Add Scene Object
Select an existing scene object using Choose from the Scenery Tab, then click to Add Object to change the edit mode, then click anywhere inside the viewport to add an instance of the scene object.
Set Terrain Markers
This mode will allow to place markers on the terrain so that larger areas of terrain can be modified at once.
Modify Terrain Markers
This mode is used to move markers to adjust the height of the terrain. If no markers are set the tool acts as a terrain brush, modifying the area defined by the brush size.
Paint Terrain Layer
This mode acts as a paint brush to apply the selected layer on the terrain by hand. It is available only when the selected layer has autopaint disabled.