Skip to main content
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.

Draw a room

1

Open Create room

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.
Interior tool level with Create room active and Rectangle, Polygon, and Floor in the structure bar

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.

Adjust a room

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.

Room properties

Select a room in the tree, the view, or its marker.
Details column with the tree and the Room section showing Name, Exterior, floorId, exterior visibility depth, Floor, Height, and Vertices

The Room and Volume sections for a new room.

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.

Limits

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.

Troubleshooting

Rename one of them in Room › Name.
The outline has fewer than three points or no area. Delete the room in the tree and draw it again with Create room.
Set Height above 0 (at least 0.1).
A warning: two rooms overlap in area and height. Move or resize one.
An error: more than 31 rooms in one part. Split the interior into parts or reduce the rooms.
A warning: the preview stops at room 32. The export is not affected.
Check the room’s outline and floor height, and redraw if needed.
A warning: the game could hide the interior while the player is inside. Raise lodDist in the Part sheet.
Choose a Name for the modifier, or delete it with Delete the modifier.