The new version in your last couple of posts is visually a great improvement. It can get a little unstable on my system, and crash the GPU, which can restore itself and I have to close and re-open the program, but it could just be a vista issue.
My graphics card is the NVidia GeForce 8800GT.
I do have some suggestions though. I suggested before having the option to replace the object blocks, with the actual models, to help with orientation, etc. So you know which way the actor is facing, or rotation and alignment of objects like crates signs, and water planes.
Also, there are a lot of variables, and numbers. Perhaps at some point you could develop a string table to work with a database which people add to, which could replace these numbers and question marks, with some more useful dexcriptions, names and text.
In time it would be good to do the whole importing and exporting thing with models, and textures, loaded from external files, so some kind of interface, or sub windows for viewing those objects would be needed, but perhaps this interface could be used for importing zobjs, collision data, and geometry from other files, viewing them isolated, and then positioning them into the environment.
For this to work, it would be useful to build some basic templates for dungeons rooms, houses, as well as overworld. And if you could have perhaps a guide triangle count, so you can make sure you dont go over or under some tested limits, which counts not just zmap triangles, but the zmaps and all zobjs.
Also, one last thing, some way to differentiate between how zobjs and a zmap differs from the past, and the future...
None of this should be seen as a demand, you are the most dedicated OoT hackers out there, and what you have done is remarkable. I am just thinking far out of the box for the future lol!