> ## 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.

# Props in structures

> Place props from the game library or your project inside an interior, then move, scale, pin, and flag them.

Props are the furniture and fixtures of an interior: benches, doors, shelves, lamps. You pick a model from the **Prop library** and click the scene to put it down. Props you modeled yourself in the **Props** tool appear in the same library, under **From the project**.

![Structure tools dock with six icon buttons and the Edit geometry tooltip open](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-tools-dock.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=532081a13f083a2edde3a60514e65ca1)

The left dock. Props is the third button; Edit geometry shows its tooltip.

## Place a prop

**1. Open the prop library**

Click **Props** in the left dock or press `5`. The **Prop library** opens on **From the game**, and the dock switches to the prop level (**Prop tools**).

![Prop library dialog with navigation on the left, a grid of prop tiles, and an empty details panel](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-props-library.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=882eb438f7857863ccc24b5799aa8aee)

Prop library on From the game.

**2. Find the prop**

Type a name in **Search prop**. **Category** and **Prop source** (**All sources**, **GTA V and DLCs**, **DLCs**, **Mods**) narrow the list further. Click a tile to see its **Source**, **Pack**, and **File**.

![Prop library filtered to prop\_bench with prop\_bench\_01a selected and its details on the right](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-props-search.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=7d889ca9b9e4c740d8ae35c180e79dc3)

Searching prop\_bench with one tile selected.

**3. Click Choose prop**

The dialog closes and a ghost of the prop follows the pointer. The **Pointer** and **Align to surface** controls appear in the transform bar.

![Transform bar showing Pointer set to Map, Geometry, Grid and the Align to surface switch, with the prop dock open](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-props-armed.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=c81fb307847a9b69b70aa5c1682d1a49)

Armed prop: the prop dock on the left, Pointer and Align to surface in the bar above.

**4. Click the scene**

The prop is placed and selected, and the **Prop** section opens in **Structure details**. The tool goes back to **Select**. To place another one, press `5` and choose again.

![Bench prop selected in the scene with the Prop section and Transform fields on the right](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-placed.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=2ea705fd2da645f58e292c515f54d6f3)

A placed bench, selected, with its Prop and Transform sections.

**Pointer** chooses what the pointer can land on: **Map**, **Geometry**, **Grid**. The closest one wins, so turn off **Map** to keep props from snapping onto the street. **Align to surface** tilts the prop to the face under the pointer.

> [!NOTE]
>
> The footer of the library says the prop "stays armed". It does not: each time you choose a prop, one click places one prop.

### Favorites and albums

Click the star on a game prop to add it to **Favorites**. **Create album** makes your own list (1 to 64 characters, unique name); use **Add to an album** on a prop to file it. Double-click an album name to rename it. Deleting an album keeps its props.

![Prop library showing Favorites with one prop and an album named Bench props](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-props-albums.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=45ba4793e833c088e75b06987a9cae5d)

A starred prop under Favorites and a new album.

Favorites and albums are saved on this computer and shared by all your projects. They are not stored inside a project.

### Props from your project

**From the project** lists the props you made in the **Props** tool. Placing one creates an instance that follows later edits of the prop. In the **Prop** section, **Project prop** shows the file, and **Edit prop** opens it in the **Props** tool.

![Prop section with a warning that the project prop no longer exists and a Project prop card](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-props-project.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=b4b84ac21567179356689f8f3a069e8f)

A project prop whose file was deleted: the Prop section warns and offers the library.

To turn a piece of geometry into a project prop, right-click it in the tree and choose **Convert to prop**, then name it in **New prop**. The object is replaced by an instance of the new prop.

## Move, rotate, and scale

Select a prop in the scene or the tree, then press `G`, `R`, or `S` to move, rotate, or scale with the gizmo. `X`, `Y`, and `Z` lock an axis, and **Snap** sets the step. For exact values use **Transform**: **Position (m)**, **Rotation (°)**, and **Scale**.

![Transform bar with Scale active above the Prop and Transform sections](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-transform.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=20a4a2e1cd82ce3befb67d69f6027eb5)

The Transform section with Scale active.

With **Scale** active and the **Select** tool, drag the box handles on the prop to resize it to a measure. A corner scales all three axes; a face center scales one. **Shift** keeps proportions and **Alt** skips snap.

> [!NOTE]
>
> **Scale** X and Y always move together. The game stores one value for both axes.

### Change the pivot

Rotation and scale pivot around the prop's transform origin, and **Position (m)** reads that point, not the model origin. Press `O` (button **Source**) and click an origin handle on the prop's box, or pick a point in the **Source** list: **Model origin**, **Base (center)**, **Top (center)**, **Box center**, faces, corners, edges, or **Custom**. **Origin (local, m)** shows the same point as numbers.

![Prop box with orange corner and edge handles on a selected bench](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-origin.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=93eb767bab1a5892f0750bbe4e59615e)

Handles on the prop's box.

Both the button and the list are labeled **Source**.

## Placement

![Placement section with the Room list open and Portal and Set below](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-placement.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=62347a5af0c74e96210bfd158214d800)

The Room list open, showing auto and the room name. Portal and Set sit below it.

| Option | What it does | Default |
| - | - | - |
| **Room** | **auto** puts the prop in the room it sits in, decided at export. **auto — outside every room** means it falls in no room. Pick a room by name when the prop touches a wall and ends up outside the outline. | auto |
| **Portal** | Attaches a door to a portal so it shows from both rooms. A door attached to one room is hidden from the other side. | **— none —** |
| **Set** | Puts the prop in an [entity set](/projects/structures/entity-sets.md). A prop is in one set or none, and choosing a set detaches the portal. | **— none —** |

For a door, set **Portal** to the opening it fills (listed nearest first) and leave **Set** empty. See [Portals and openings](/projects/structures/portals-and-openings.md).

## Rendering and flags

| Option | What it does | Default |
| - | - | - |
| **lodDist** | How far, in meters, the game stops drawing the prop. | 500 |
| **tintValue** | Index of the model's `_tnt` palette. Use 0 when it has none. | 0 |
| **priorityLevel** | Which props the game sacrifices first under memory pressure. | 0 |

The **Flags** section has a **Flags** list and a **Value** field that edit the same number. Open it only to change shadow or reflection behavior; new props start with **Cast Static Shadows** and **Cast Dynamic Shadows**. See [Flags](/projects/structures/flags.md).

![Rendering and Flags sections with the Flags list open showing Allow Full Rotation and other entries](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-flags.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=e8aa04a1423c5e51ece56b1c8f2f2d0a)

The Flags list open on a prop.

## Remove a prop

Select it and press `Del`, or choose **Remove prop** in **Prop tools** (`Shift 5`) and click each prop in the scene. `Ctrl Z` undoes.

![Prop dock with the Remove prop button active](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-remove.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=58a0b34fe7b6908b700fcf42df537737)

Remove prop armed in the prop dock.

## Swap the model

Click the **Archetype** card (or **Project prop**) in the **Prop** section. The library opens in swap mode; pick a tile and click **Swap prop**. Position, rotation, room, portal, and set stay.

## Troubleshooting

> **No props found. Try another name, source or category.**
>
> Change the search word, set **Prop source** to **All sources**, or clear **Category**.

> **Could not search props**
>
> Click **Try again**. If it keeps failing, check that your game folder is indexed.

> **No props in this project. Create one in Modeling › Props.**
>
> **From the project** is empty. Make a prop in the **Props** tool first.

> **The prop "…" no longer exists in the project.**
>
> The file behind a project prop was removed. This blocks export. Swap the prop for another one, or recreate it in the **Props** tool.

> **"…" is outside any room and will fall into the limbo.**
>
> This is a warning. Move the prop inside a room, or pin **Room** to the room it touches.

> **"…" is attached to a portal and in a set: release it from one of the two.**
>
> This blocks export. Set **Set** or **Portal** to **— none —**.

> **An archetype "…" already exists in the game: this structure will overwrite the original.**
>
> This is a warning about the structure's own name: it matches an interior that already exists in the game, so exporting replaces that interior. Rename the structure unless replacing the original is what you want.

> **Doors ignore scale in game: "…" will show at its own size. Pick a door model that fits the opening.**
>
> This is a warning. Reset **Scale** to 1 and choose a door model of the right size.

> **An album with that name already exists.**
>
> Album names are unique. Pick another name.


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