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This tutorial builds a small shop: one room, one Entrance, one texture. Use a throwaway project and a test server. You need the game indexed, as in the Assets tab, the Map library generated (see Library), and a project that is open in Projects.
1

Create the structure

Click Structures under Modeling, then New structure. Type my_shop in Structure name and click Create structure.
New structure dialog with My Shop in the Structure name field and Create structure enabled

The New structure dialog with a name typed.

The editor opens in the Map view. The Checker reports that the structure is empty. That is expected.
2

Anchor it to a place

The structure starts at world position 0, 0, 0, far from any street. Fly to the spot you want with right-drag and the wheel, or open View (N) › Camera and type Position (m). Then:
  1. Click Select map objects (Shift+M) in the bottom dock.
  2. Click a building or prop at that spot.
  3. In the Object node, click Actions › Focus rendering.
  4. Click Select (V) to leave map picking.
The part’s origin, the grid, and the rendering box move to that object. The camera stays where it was: press F to frame the part.
The origin moves only while the part is still empty. A part that already has content keeps its position. To move it later, type Position (m) in the Part sheet.
3

Draw the room

Click Plan in the structure bar. Click Interior (1) in the dock: Create room is already active. Choose Rectangle and drag a rectangle of about 6 m by 4 m on the grid. The cursor snaps to what is under it; hold Ctrl to place freely.
Interior tool level of the dock with Create room active and Rectangle, Polygon, and Floor in the structure bar

Create room is active; the bar offers Rectangle, Polygon, and Floor (m).

The room appears in the tree as Room. Press V to go back to Select.
4

Add the Entrance

Click Entrance (3) and click twice along the wall that faces the street. The wall opens and a portal to the street appears, marked Entrance. Press V, then click the portal in the tree to adjust its Width (m) and Height (m).
Portal sheet with direction Room to street, Entrance on, Width and Height fields

An Entrance portal: direction Room to street, with Width and Height.

The tree lists the portal by an internal id, not by a name. A physical door is a prop attached to the portal: see Props in structures.
5

Name the room

Click the room in the tree. In Room, type shop in Name. Turn Exterior on if you want thick outer walls where the street sees the room.
6

Texture the walls

A new room has no texture, and the Checker blocks the export until it has one. Click a Checker row that reads ”… without a texture. Click to mark them and apply a texture before exporting.” The tool switches to Edit geometry with those faces selected. In Material, click Library, pick a texture, and click Apply texture. Repeat for every texture row left.
Details column with six faces selected and the Material section showing a concrete texture, Library, and Import

Clicking a texture row selects the faces; Material takes a texture from the Library.

See Textures.
7

Check and save

The Checker should read Ready to export. Warnings may remain; they do not block. Press Ctrl+S: the project badge reads Saved. A project you never saved asks where to keep it first.
8

Export to the server

Press Ctrl+E. A folder picker opens: choose the server’s resources/ folder, or a category folder inside it. In Export to a folder, set Resource folder, then click Export.
Export to a folder dialog with the Resource folder field, the final path, and the folder button

The first export asks for a resource folder name and shows the final path.

Project exported lists the files written. Click Open folder to see them.
Project exported dialog listing the ytyp, ymap, ydr, ybn, ytd, and other files written

The result: the files written for the structure.

9

Load it in game

Add ensure my_shop to server.cfg, using your resource folder name, and restart the server. Join, go to the part’s Position (m), and walk in through the Entrance.
The game draws an interior in full only when you are inside it or looking through one of its portals. From outside, you see the shell.

Update it later

Change the structure, press Ctrl+S, then Ctrl+E. The export goes to the same folder with no dialogs and replaces the previous resource. To see changes without restarting, try Hot reload; rooms and portals still need an export.

Troubleshooting

A strip over the view lists what blocks the export. Click a row to select the room, portal, or faces involved. See Checker.
Use the Entrance tool on an outer wall. See Portals and openings.
Check the server console: the resource must have started. Confirm ensure names the exported folder, and that the folder sits inside resources/. Do not edit the lines Rageon wrote in fxmanifest.lua.
The part sits at its Position (m). A structure you never anchored is at 0, 0, 0.