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Doors and windows

Key Action
I Door tool: hover a wall and click. The standard door is 1.30 x 2.30 m, as in the game.
N Window tool: hover a wall and click. The tool options choose the kind (plain, a bank of panes, louvre, round), the size and the sill height.
O Wall cut: drag along a wall and that span opens from floor to ceiling.
T Portals tool: see the game’s door models and portals.

Select an opening to change it in Properties. A Door | Window control switches its kind, and a Standard size list offers the usual sizes (doors 0.90 x 2.10, 1.00 x 2.30, 1.30 x 2.30; window 1.20 x 1.20 with a 0.90 sill; full height).

The sections are Door and portal, Shape, Frame, Glass, Architrave, Decorations (curtains and blinds) and, for a window, God rays.

A selected door or window has handles in the view:

  • the cyan arrow slides it along its wall;
  • the vertical arrow lifts it (the sill);
  • the squares on its side edges change the width (the other side stays; hold Alt to keep the centre);
  • the square on its head changes the height (the sill stays);
  • the square on its foot (the sill edge) moves the sill and keeps the head, so a doorway or a free wall cut grows and shrinks from below.

The Scale tool (Alt+S) resizes it too, and so does Scale the selection (S in the Blender controls): X is the width, Z the height, and a typed number scales by that factor. Several selected openings scale together, each about its own centre.

  • Sizes go in 5 cm steps; hold Shift to size freely. An opening is at least 0.3 m.
  • It stays 2 cm inside its wall, stops 2 cm short of a neighbouring opening and under the wall’s top; the label says what stopped it.
  • A door with a game door model keeps the model’s size: choose the door again to fit it to the new opening.

In a walk-in interior, moving or resizing an opening (with the handles, the Move tool, or Ctrl+drag for the sill) snaps its edges and centre onto:

  • the edges of the marked openings of the walk-in building;
  • the building model’s own straight window and door edges beside the wall;
  • the sills, heads and edges of the other openings.

The label names the line and a thin green line shows it on the wall. Switch it off with Building’s openings in the snapping popover; Shift frees it.

Match the building’s opening (Properties, next to Align, when a mark stands over the opening) gives the opening the mark’s position, width, sill and height in one undo step. It is refused, with the reason, when it does not fit the wall.

An opening follows the height of its own wall, not the room’s or the level’s. Under a sloped, raised or lowered wall:

  • Head (Align in Properties) puts the head as far under the wall’s top over the opening as a 2.1 m head is under a 3 m ceiling;
  • a Glass wall, Full height and the Window tool’s full-height bank reach the wall’s top (2 cm short of it);
  • the height handle and the Height field stop 2 cm under the lowest point of the wall’s top over the hole.

A half wall counts as a wall of its own height.

Openings can be rectangular, round, arched or segmental (Shape). The Frame section sets the frame (width, depth, a sill board), Architrave the trim round it (see Trims) and Glass the panes.

The window frame editor (a button in the opening’s Properties) places beams and sets glass per pane; banks and louvres repeat the pattern across the width.

In a window’s Glass section, Breakable makes the pane a glass prop that shatters in the game when it is shot or hit, as the game’s own shop and office windows do. Normally the glass is a pane in the shell that never breaks.

On export a breakable pane is not part of the shell: it becomes a fragment (a .yft with the game’s glass window data) named <project>_glass_<width>x<height>, with its own collision, and an entity standing in the window in the room beside it.

  • The pane’s size is the clear glass; the frame, the sill board and the reveals stay in the shell.
  • One model is written for each pane size, so windows of the same size share it.
  • The glass of a window you switch back to normal returns to the shell.
  • The standard glass look is used (the glass material’s own texture is not).

Only a plain rectangular window with a sill and no beams, with a glass pane, that is not a No portal window and sits on a plan without curved walls, can be breakable. Any other window keeps its shell pane, and the Glass section says why.

Decorations adds curtains, a roller blind or a venetian blind with tie-backs to a window. A window’s God rays section adds light shafts through the glass.

+ Cloth (experimental) in the same section hangs a game cloth in the opening, sized for it and pinned at its head: see Cloth.

Between two rooms an opening becomes a portal: the game uses portals to decide which rooms to draw. Portals and their flags are automatic until you change them.

  • Choose a door in the Game library (Doors chip) and use Use as door, or drag the model onto a doorway: it is fitted into it.
  • With the Portals tool (T), click a portal to put a door prop in it, choose the hinge side or edit its flags.
  • Openings to the outside get exit portals, so the exterior shows through them from inside and the interior shows from outside.
  • Sound through a doorway is handled by the room’s Portal occlusion (the room’s Properties > Game properties): automatic by default, or a value from 0 to 1.
  • A game door that does not fill its doorway: Fit the door to the doorway in the door’s Properties writes a copy of it scaled to the doorway (wider and taller, the same thickness, its collision scaled with it) that exports with the resource.

Make a door… in a doorway’s Properties (Door section) opens the Door editor: a door the size of the doorway in one of these styles:

  • Flat
  • Panelled (rows and columns of panels)
  • Glazed (lites with glazing bars)
  • Half glazed (glass over panels, the share of glass you choose)
  • Louvred (slats)

with a lever, knob or pull bar at the height you set and an optional kick plate. The leaf, the glass and the metal take materials of the project (the Wood frame, Glass and Metal frame materials until you pick others). The preview shows the door from the front.

The door is written as its own model with its collision embedded: a box laid out as the game’s doors carry theirs, with the weight and balance a door needs to swing. Its archetype is copied from a game door of the project (Behaves like), so the game swings it as it swings that door, and it collides like one.

The door exports into the resource with the rest, built again from its settings each time. A door made with an older version gets the new collision at its next export, without opening it again or remaking it.

Edit this door… reopens it; when its doorway is resized the door is rebuilt at the new size. A game door in a doorway offers Make a custom door like it… (its size, its archetype).

See the tutorial Your own door and trim.

Dragging a wall end moves the ends of connected walls. An opening keeps its place in the world while a neighbouring wall is stretched, and rides along when its wall moves whole. Turn Doors and windows follow on to keep the older behaviour: openings keep their distance from the wall’s start.

A floor cut (Y) opens the floor of a level as a void or a glass floor; its edge and portal are in its Properties. Stairs cut their own opening.

Select a cut to edit its outline with handles:

  • a dot on every corner moves it (to the grid and the snap points; Shift frees it);
  • a square on the middle of every edge slides that edge along its normal (both its corners; outward is positive);
  • a green + beside it adds a corner there: click it, or drag it to carry the new corner;
  • Ctrl+click a corner removes it, or click a corner and press Delete (a cut keeps at least three corners);
  • the x and y arrows and the dot in the middle move the whole cut; in the Rotate tool a ring turns it about its middle, and in the Scale tool the x, y and uniform handles scale it about its middle.

A drag that would make the outline cross itself, put two corners on one spot or shrink the cut below 0.05 m² is not applied (the status says why), and a cut let go where it builds nothing goes back. Every drag is one undo step. Corners in the cut’s Properties lists them as numbers you can type, with a button to remove one and Add a corner (in the middle of the longest edge).

Polygon floor zones have the same corner and edge handles, and a rectangular zone a square on each of its four sides.