Draw rooms on the floor plan, adjust them with handles, and set their height, exterior, lighting, and flags.
A room is a floor outline with a ceiling height. Rageon generates the walls, floor, and ceiling around your rooms; you do not model them. Draw the outline, and the shell follows.
Click Interior (1) in the dock: Create room (1) is already active. At the structure level, 1 does the same. Plan is the easiest view to draw in, but Map works too.
The Interior level of the dock. Create room is active, and the bar shows Rectangle, Polygon, and Floor (m).
2
Choose the shape
Rectangle: drag from corner to corner. Polygon: click each vertex. Enter, a double-click, or a click on the first point closes it. Backspace removes the last point, and Esc cancels. The cursor shows the size.
3
Set the floor
Floor (m) is the height of the plane you draw on, in meters from the structure’s origin. With the grid on, it also moves the grid and the Plan cut, so the floor you draw sits on the visible grid.
The cursor snaps to vertices, edges, and the grid. Hold Ctrl to place freely. The smallest room is 0.25 m². An outline that crosses itself is refused.Press V to return to Select. A new room is named Room, is 3 m high, and appears in the tree.
Every new room is named Room, and two rooms with the same name block the export. Rename each room as you draw it.
With Select, a selected room shows handles in the view:
Corner points: drag to move a corner. Alt places freely. Ctrl with a click removes the corner.
Wall midpoints: drag to push a wall. Shift moves it freely. Ctrl with a click inserts a corner.
A floor handle: drag to move the floor and keep the ceiling.
A ceiling handle: drag up or down.
A move that makes the room smaller than 0.25 m² or crosses its outline is refused. To split or trim a room, use Scissors in Plan mode. See Portals and openings.
Select a room in the tree, the view, or its marker.
The Room and Volume sections for a new room.
Option
What it does
Default
Name
The room’s name. Commits on Enter or when you leave the field. Names must be unique, because interior sound finds each room by name.
Room
Exterior
Turns on the outer skin: thick walls and slabs for what the street sees. Off, the room only has the surfaces seen from inside.
Off
floorId
The floor the room belongs to. The game uses it to group rooms on the same level.
0
exteriorVisibiltyDepth
Through how many portals the outside keeps being drawn from this room. −1 is the game’s default. The spelling is the game’s.
−1
Floor (Z)
Height of the room floor, in meters.
The drawing plane
Height
From floor to ceiling, in meters. At least 0.1.
3
Vertices
Number of outline points. Read-only.
Timecycle
timecycleName and secondaryTimecycleName pick the lighting inside the room from the game’s modifier names. blend (0 to 1) mixes them. A name this installation does not know shows … (not found).
None
Flags
Game flags for the room, such as Freeze Peds or No Directional Light. See Flags.
All off
With two or more rooms selected, Merge exteriors joins their exteriors. It needs Exterior on for every selected room. When you turn it off, the selected rooms leave the group. Portals between them stay manual.The Part sheet also has Timecycle modifiers for parts with rooms: lighting changes over a box you type as Minimum (m) and Maximum (m), with percentage, range, startHour, and endHour. Add modifier creates one that covers all rooms.
The game’s collision knows which room the player is in only up to room 31. The preview in the Map stops at room 32. Split a larger interior into parts. See Create and import.
Two rooms are named "…": interior sound finds each room by name.
Rename one of them in Room › Name.
Room "…" has no closed outline — there is no shell to generate.
The outline has fewer than three points or no area. Delete the room in the tree and draw it again with Create room.
Room "…" has a ceiling height of … m.
Set Height above 0 (at least 0.1).
Rooms "…" and "…" share … m² in common.
A warning: two rooms overlap in area and height. Move or resize one.
… rooms: collision only tells the game which room the player is in up to room ….
An error: more than 31 rooms in one part. Split the interior into parts or reduce the rooms.
… rooms: the preview on the Map does not show beyond ….
A warning: the preview stops at room 32. The export is not affected.
The floor of room "…" will not come out with collision: the game would not know the player is in it.
Check the room’s outline and floor height, and redraw if needed.
lodDist … m is smaller than the interior radius (… m).
A warning: the game could hide the interior while the player is inside. Raise lodDist in the Part sheet.
Timecycle modifier … has no name.
Choose a Name for the modifier, or delete it with Delete the modifier.
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rooms on the floor plan, adjust them with handles, and set their height, exterior, lighting, and flags.","href":"/projects/structures/rooms"},"description":{"compiledSource":"\"use strict\";\nconst {jsx: _jsx} = arguments[0];\nconst {useMDXComponents: _provideComponents} = arguments[0];\nfunction _createMdxContent(props) {\n const _components = {\n p: \"p\",\n ..._provideComponents(),\n ...props.components\n };\n return _jsx(_components.p, {\n children: \"Draw rooms on the floor plan, adjust them with handles, and set their height, exterior, lighting, and flags.\"\n });\n}\nfunction MDXContent(props = {}) {\n const {wrapper: MDXLayout} = {\n ..._provideComponents(),\n ...props.components\n };\n return MDXLayout ? _jsx(MDXLayout, {\n ...props,\n children: _jsx(_createMdxContent, {\n ...props\n })\n }) : _createMdxContent(props);\n}\nreturn {\n default: MDXContent\n};\n","frontmatter":{},"scope":{}},"pageType":"default","mdx":{"mdxSource":{"compiledSource":"\"use 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The cursor shows the size.`]})}),_jsx(Step,{title:`Set the floor`,children:_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Floor (m)`}),` is the height of the plane you draw on, in meters from the structure’s origin. With the grid on, it also moves the grid and the Plan cut, so the floor you draw sits on the visible grid.`]})})]}),`\n`,_jsxs(_components.p,{children:[`The cursor snaps to vertices, edges, and the grid. Hold `,_jsx(_components.strong,{children:`Ctrl`}),` to place freely. The smallest room is 0.25 m². An outline that crosses itself is refused.`]}),`\n`,_jsxs(_components.p,{children:[`Press `,_jsx(_components.strong,{children:`V`}),` to return to `,_jsx(_components.strong,{children:`Select`}),`. 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See `,_jsx(_components.a,{href:`/projects/structures/portals-and-openings`,children:`Portals and openings`}),`.`]}),`\n`,_jsx(Heading,{level:`2`,id:`room-properties`,children:`Room properties`}),`\n`,_jsx(_components.p,{children:`Select a room in the tree, the view, or its marker.`}),`\n`,_jsx(Frame,{caption:`The Room and Volume sections for a new room.`,children:_jsx(OptimizedImage,{src:`https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=53ebd6d81d83b6bf1ae46f9eeb1f8aea`,alt:`Details column with the tree and the Room section showing Name, Exterior, floorId, exterior visibility depth, Floor, Height, and Vertices`,\"data-og-width\":`320`,width:`320`,\"data-og-height\":`727`,height:`727`,\"data-path\":`images/structures/structures-checker-blocked.webp`,\"data-optimize\":`true`,\"data-opv\":`3`,srcset:`https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=280\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=fffdf580768c29e52a9e15ef0cfd8001 280w, https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=560\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=6d58d99868423fc8b8d8ebde222167fc 560w, https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=840\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=6773833d680a77ab1227cad9c04a25d5 840w, https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=1100\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=6ddbc37882845973dba37f4172fb5e3b 1100w, https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=1650\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=16aaf797ccdd6580dd5563499f35ba92 1650w, https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-checker-blocked.webp?w=2500\u0026fit=max\u0026auto=format\u0026n=_nzjx4zmIQAxf8Hl\u0026q=85\u0026s=0f2bae919e366272da5f60de876a04dc 2500w`})}),`\n`,_jsxs(Table,{children:[_jsx(_components.thead,{children:_jsxs(_components.tr,{children:[_jsx(_components.th,{children:`Option`}),_jsx(_components.th,{children:`What it does`}),_jsx(_components.th,{children:`Default`})]})}),_jsxs(_components.tbody,{children:[_jsxs(_components.tr,{children:[_jsx(_components.td,{children:_jsx(_components.strong,{children:`Name`})}),_jsxs(_components.td,{children:[`The room’s name. 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At least 0.1.`}),_jsx(_components.td,{\"data-numeric\":`true`,children:`3`})]}),_jsxs(_components.tr,{children:[_jsx(_components.td,{children:_jsx(_components.strong,{children:`Vertices`})}),_jsx(_components.td,{children:`Number of outline points. Read-only.`}),_jsx(_components.td,{})]}),_jsxs(_components.tr,{children:[_jsx(_components.td,{children:_jsx(_components.strong,{children:`Timecycle`})}),_jsxs(_components.td,{children:[_jsx(_components.strong,{children:`timecycleName`}),` and `,_jsx(_components.strong,{children:`secondaryTimecycleName`}),` pick the lighting inside the room from the game’s modifier names. `,_jsx(_components.strong,{children:`blend`}),` (0 to 1) mixes them. A name this installation does not know shows `,_jsx(_components.code,{children:`… (not found)`}),`.`]}),_jsx(_components.td,{children:`None`})]}),_jsxs(_components.tr,{children:[_jsx(_components.td,{children:_jsx(_components.strong,{children:`Flags`})}),_jsxs(_components.td,{children:[`Game flags for the room, such as `,_jsx(_components.strong,{children:`Freeze Peds`}),` or `,_jsx(_components.strong,{children:`No Directional Light`}),`. See `,_jsx(_components.a,{href:`/projects/structures/flags`,children:`Flags`}),`.`]}),_jsx(_components.td,{children:`All off`})]})]})]}),`\n`,_jsxs(_components.p,{children:[`With two or more rooms selected, `,_jsx(_components.strong,{children:`Merge exteriors`}),` joins their exteriors. It needs `,_jsx(_components.strong,{children:`Exterior`}),` on for every selected room. When you turn it off, the selected rooms leave the group. Portals between them stay manual.`]}),`\n`,_jsxs(_components.p,{children:[`The `,_jsx(_components.strong,{children:`Part`}),` sheet also has `,_jsx(_components.strong,{children:`Timecycle modifiers`}),` for parts with rooms: lighting changes over a box you type as `,_jsx(_components.strong,{children:`Minimum (m)`}),` and `,_jsx(_components.strong,{children:`Maximum (m)`}),`, with `,_jsx(_components.strong,{children:`percentage`}),`, `,_jsx(_components.strong,{children:`range`}),`, `,_jsx(_components.strong,{children:`startHour`}),`, and `,_jsx(_components.strong,{children:`endHour`}),`. `,_jsx(_components.strong,{children:`Add modifier`}),` creates one that covers all rooms.`]}),`\n`,_jsx(Heading,{level:`2`,id:`limits`,children:`Limits`}),`\n`,_jsxs(_components.p,{children:[`The game’s collision knows which room the player is in only up to room 31. The preview in the Map stops at room 32. Split a larger interior into parts. 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