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Working with files

Right-click anything in the file list for Extract, Rename, Delete, Copy File and Copy Path. Those are on everything. What else appears depends on what you clicked — the menu hides what does not apply rather than greying it out, so it stays short.

File What else you get
Models — .BIN Textures, which lists every texture the model names and where each one resolved from. An animation control gets Animation Frames instead: it has no geometry and no textures of its own, so a texture list could only ever say it references none.
Images — .RAW .ACT .BMP .PNG .TGA Save Image As. The true-colour three — .BMP, .PNG, .TGA — also get Save as RAW + ACT, which is the conversion that runs the other way, down to the legacy pair.
Tracks — .SIT Convert Race Type, offering only the types the track is not; Convert to Small Tires or Convert Back to Big Tires, whichever applies; and Check Version Record.
Sounds — .WAV Listen, and Stop Playing while one is playing.
Anything readable as text Open in Text Editor. It uses the same test the preview does, so anything the panel will show you as text can be opened as text.
Any single file Open in Default App, which hands it to whatever Windows would open it with.

The contents strip has its own menu

Right-clicking a track or truck in the strip below the file list is not the same menu, and this is where Enable and Disable live — they act on the track or truck as a thing, not on a file you happened to select. Race-type conversion appears there too, along with Extract and Copy Path.

Order, and when anything is written

Files can be moved within the pod with Alt+Up and Alt+Down. That changes the order the game reads them in.

Nothing is written until you save. Renaming, deleting, reordering, converting a track — all of it is held in memory until File → Save. Close without saving and the pod on disk is untouched, to the byte.
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