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The structure list is the first screen of Structures. It shows one card per structure in the project: a thumbnail saved from the Map view (a cube icon until one exists), the name, and the time of the last change.
Empty structure list with the No structures message, Import, and New structure buttons

A project with no structures yet.

Create a structure

1

Click New structure

The New structure dialog opens.
2

Type a name

Structure name becomes the archetype and the file name: lowercase, no accents, other characters turned into _. The name needs at least one letter or number.
New structure dialog with the message that a structure named my_shop already exists and Create structure disabled

A name that already exists in the project blocks the button.

3

Click Create structure

The editor opens in the Map view with one empty part named after the structure.
A project you have never saved has no folder yet. New structure still works, and the structure lives in memory until the first Save, which asks where the project goes.

Manage the list

  • Double-click a name, or press F2, to rename. The file is renamed too, and the new name follows the same rule.
  • The trash button on a card (Delete …) asks for confirmation and removes the file from the project folder.
  • A card with a warning icon is a file that does not open. You cannot open or rename it, but you can delete it.
  • Inside the editor, Back to structures list returns here. If the structure has unsaved changes, Discard throws them away and Cancel stays.

Import a game interior

Import opens a game interior as a structure you can edit. It needs the game indexed, the same index the Assets tab uses.
1

Click Import

Import game interior opens. It searches the interior .ytyp files of the index.
2

Search by name

Type at least two letters in Interior. Up to 40 matches appear while you type. The field starts with the name of the last interior you marked on the Map view in this session.
Import game interior dialog with a search for bank and a list of interior names

Searching interiors by name.

3

Click a row

The dialog reads the interior, closes, and opens it as a structure named after the interior.
4

Set where it sits

The structure starts at 0, 0, 0. Select the part in the tree and type Position (m), or move it with the interior marker.
What comes in: one room per game room, the portals, the props, the entity sets, and the timecycle modifiers. Rooms keep the names the game gives them. The tree lists portals as p0, p1, and so on.
The dialog says the document comes in as imported: editing and exporting it overwrites the game’s original interior.
Limits of an import:
  • Each room is a box taken from the game’s room bounds, not the real floor plan.
  • The shell stays empty. On export the game interior’s own model is used. The Checker warns about this: see Checker.
  • A room without a usable box arrives with no outline. The Checker blocks the export until you delete that room and draw a new one. Create room always adds a new room; it cannot fill in the empty one.
  • What could not be carried over appears as a banner on the list: … warning(s) on import: ….

Start from a building on the Map

In the Map tab, select a building or prop. The Object node has an Open in Projects menu: Create interior, Edit geometry, and Edit texture. Create interior creates a structure named after the object, anchored at the object, then opens it in Structures. Edit geometry does the same and copies the model’s geometry. Edit texture opens Texturing instead. Under the button, In project … names the project that receives it, or Pick the project in the Projects tab reads there when none is open. With no project open, Projects shows a bar saying “New structure from …. Open or create the project that will receive it.” The structure is created as soon as you open a project. A name already in use is numbered: name_2. See Selection for picking objects on the Map.

Limits and plans

The number of structures per project and of interiors per structure depends on your plan. See pricing.

Troubleshooting

Pick another name. The import dialog stays open so you can pick another interior.
Add a letter or a digit to the name.
Delete a structure you no longer need, or see pricing.
Remove a part from the structure, or see pricing.
Check the spelling. The search covers only the interior .ytyp files in the index.
Delete that room in the tree and draw a new one with Create room. See Rooms.
The game portal did not have four corners. Add the portal again with the Portal tool.
The interior could not be read. Read the reason after the colon, and try another interior.
Try again.