> ## 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.

# Create and import

> Start a structure from scratch, from a game interior, or from a building on the Map, and manage the structure list.

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](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-list-empty.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=e07ca0f70ff91ed0fffd84d0a3eadd62)

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](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-new-name-taken.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=d9a9667c2bd66c8cb6bf399175d4bb0e)

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](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-import-search.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=918c84bacce8c4b491c5a0a10d257ba5)

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.

> [!WARNING]
>
> 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](/projects/structures/checker.md).
* 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](/projects/texturing/overview.md) 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](/map/selection.md) 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](https://rageon.dev/pricing).

## Troubleshooting

> **A structure named "…" already exists in this project.**
>
> Pick another name. The import dialog stays open so you can pick another interior.

> **The structure name needs at least one letter or number.**
>
> Add a letter or a digit to the name.

> **Your plan allows up to … structure(s) per project.**
>
> Delete a structure you no longer need, or see [pricing](https://rageon.dev/pricing).

> **Your plan allows up to … interior(s) per structure.**
>
> Remove a part from the structure, or see [pricing](https://rageon.dev/pricing).

> **No interior with that name in the index.**
>
> Check the spelling. The search covers only the interior `.ytyp` files in the index.

> **Room "…" came without a computed box: it was imported without a floor plan and needs to be drawn.**
>
> Delete that room in the tree and draw a new one with **Create room**. See [Rooms](/projects/structures/rooms.md).

> **Portal … has … corners instead of four: it was left out.**
>
> The game portal did not have four corners. Add the portal again with the **Portal** tool.

> **Portal … links rooms that do not exist (… → …): it was left out.**
>
> Create the missing rooms, then add the portal again.

> **Could not read …: …**
>
> The interior could not be read. Read the reason after the colon, and try another interior.

> **Could not create the structure. Try again.**
>
> Try again.


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