> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Your first prop

> Model a planter, texture it, check it, export it, and place it in the world from a structure or a script.

This walkthrough builds a planter for an empty lot. It starts from a project that already has a folder; see [Props](/projects/props/overview.md#open-the-props-tool) if yours does not. Set your GTA V folder in **Settings** first: the **Checker** compares the prop name with the game's props, and without it the **Checker** never reads **Ready to export**. You need a FiveM server you control to see the result in game.

## Create the prop

**1. Open Props and click New prop**

Under **Modeling** in the **Tools** rail, click **Props**, then **New prop**. Type `Vinewood Planter` in **Prop name**; the file becomes `vinewood_planter`. Click **Create prop**.

![New prop dialog with Docs Planter typed in the Prop name field](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-new-prop-dialog.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=ab91b3ef485b6ae7d8c98d6bde7f06f8)

The name you type becomes the model name.

**2. Look at the empty prop**

The editor opens in **Perspective** on an empty ground. The **Checker** warns that the prop has no triangles and no collision. Both warnings go away once you draw something.

![Prop editor on an empty grid with the Checker listing two warnings](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-editor-empty.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=91f9f9a362c552b18556bcdb05e4a3d3)

An empty prop: toolbar, transform bar, tools on the left, details on the right.

## Draw the geometry

**1. Pick Create geometry**

Click **Create geometry** in the left tools, or press **9**. The **Geometry** node opens with **Shape** set to **Box**.

![Geometry node showing Shape Box, Z level, and the width, length, and height fields](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-create-geometry.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=54019e4b793e4a43b811846f047a1292)

The Geometry node with a box ready to draw.

**2. Draw the box**

Drag the base rectangle on the grid, move the pointer up to set the height, and click. The editor switches to **Edit geometry** with the new box selected, and **Object · Box** appears in the right column.

![Prop editor with a box on the grid and Object · Box and Material sections in the right column](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-box-drawn.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=3c511fb28acd506b40122ae4740f9776)

The box is drawn and selected.

**3. Set the size**

In **Object · Box**, set **Width (m)** to `1.2`, **Length (m)** to `0.6`, and **Height (m)** to `0.9`. The shape follows each value.

![Box parameters panel with Width 1.2, Length 0.6, and Height 0.9](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-box-parameters.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=f8142bc53cd2516808777955eb749bcb)

Exact size in meters.

## Texture it

**1. Read the Checker error**

The **Checker** now shows a red error for faces without a texture. Click the row to select those faces.

![Checker section with a red badge and the error about faces without a texture](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-checker-no-texture.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=08bf8a75cd135fd0d1e6b61b1f3015ce)

The export is blocked until every face has a texture.

**2. Open the library**

In **Material**, click **Library**. Search a name such as `concrete` in **Texture or dictionary…** and select any texture you like.

![Texture library with a search field and a grid of textures](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-texture-library.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=9acea7a0f538ef2999cb45053a652a8b)

The Texture library on Game and mods.

**3. Apply the texture**

Click **Apply texture**. The **Material** section shows the texture and its collision settings, and the **Checker** reads **Ready to export**.

![Material section with the applied texture, the Collision block, and UV mapping fields](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-material-applied.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=bc7d1b1d54f4523a66f56ddbb2951a26)

Texture applied to the six faces.

## Set the origin and save

**1. Open the Prop section**

Click **Select** (**V**) so nothing is selected. The **Prop** section shows the triangle and vertex counts, the box size, and how many faces collide. A drawn box collides on every face.

![Prop section with Name, lodDist, hdTextureDist, Triangles, Vertices, Box, Collision, and the origin button](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-prop-sheet.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=faafbb972a6ce9d3bb9d76fdcb44f9de)

The Prop section of a finished box.

**2. Put the origin at the base**

Click **Put the origin at the center of the base**. The origin is the point that lands where you place the prop, so the planter now stands on the ground at that spot.

![Prop section after moving the origin, with the origin button disabled](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-origin-base.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=cf6007f22330a714d55ad83de066070a)

The button is disabled once the origin is at the base.

**3. Save**

Press **Ctrl+S**. The project badge reads **Saved**. Click **Back to props list**: the card shows the planter.

![Props list with a card named docs\_planter showing a preview](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/props/props-card-saved.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=00ba4336b1fd492ed37a5ee5815105a3)

The saved prop with its preview.

## Export

Open the project badge menu and click **Export**, or press **Ctrl+E**. The first time, you choose a folder and confirm the **Resource folder** name. The [export page](/projects/props/export.md) covers the dialog and the files.

## Place it in the world

Two ways, and you can use both.

**In a structure**

The position is saved in the resource.

1. Open **Structures**, open or create a structure, and press **5** to open the **Prop library**.
2. Click **From the project**, select `vinewood_planter`, and click **Choose prop**.
3. Click the scene where the planter goes. Each click places another one.

To change the planter later, select an instance and click **Edit prop** in its sheet. Every instance follows. Details are in [Props in structures](/projects/structures/props-in-structures.md).

**By script**

Spawn it with the model name, at the coordinates you want:

```lua theme={null}
CreateObject(joaat('vinewood_planter'), x, y, z, true, false, false)
```

Run it from a client script or a command of your own resource.

Copy the exported folder into the server's `resources/`, add `ensure <folder name>` to `server.cfg`, and restart the server.


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