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Props, lights and objects

Window > Game library (a tab of the bottom strip) lists the game’s props as preview cards. It needs the GTA V install.

  • Search takes words in any order: every word must be somewhere in the model’s name (black door finds ex_p_mp_door_apart_door_black).
  • Chips filter by All, Favourites, Recent and categories: Doors, Lights, Seating, Tables, Kitchen, Bathroom, Bedroom, Electronics, Decor, Office, Storage, Signs. A Size filter picks small, medium or large.
  • Click a card for its details (picture, size, category, the textures it uses) with Place as prop, Use as door (doors) and a star for favourites.
  • Double-click a card to put the Prop tool on that model. The first time, the model is copied from the game into the project’s assets.
  • Drag a card into the view: a ghost follows the pointer with the snaps below, and releasing places it. A door model over a doorway is shown fitted into it and becomes that doorway’s door; a window-like model over a window opening stands in the hole facing out.
Key Action
K Prop tool: the chosen model follows the pointer as a ghost; click to place it. Ceiling fittings hang from the ceiling, others stand on the floor or back onto a wall.
Shift+R Turn the prop 90 degrees (on a wall: the other way round)

Props, lights and openings share a second snap engine, with markers and dashed guides. Shift frees all of it. The reach is about 14 pixels at the pointer.

Snap What it does
Flush A floor prop’s back goes flat against the wall face under the pointer and the prop turns to face the room (a dragged prop keeps its turn).
Corner The prop’s side goes against the next wall; it is never pushed through one.
Centred The prop’s centre on the middle of a wall, or on the centre of a door or window on it.
Align In line with another prop’s or light’s centre or edge (“Aligned with the centre of chair”), with a dashed guide.
Layout The room’s middle; for lights and ceiling fittings also the halves and thirds of the room.
Spacing An opening’s centre on its wall’s middle, or “Equal gaps” between its neighbours.

Preferences > Grid & snapping has three switches: Flush with walls, Object alignment and Room layout. The same snaps work when you drag with the Move tool.

Key Action
L Light tool: click to place a light 0.3 m under the ceiling. Drag one to move it (Ctrl+drag raises it in 5 cm steps).

The tool options choose Point, Spot or Capsule. A light’s Properties set:

  • its colour (a swatch with the hex and named colours), intensity, falloff and exponent;
  • the cones of a spot, the length of a capsule;
  • the hours it is on;
  • Wall culling, so its light does not leak through walls;
  • corona, volume and shadow blur.

Ceiling lights snap to the room’s middle, halves and thirds. The lights of a hidden prop still light the scene.

A selected light has a square on the circle of its reach: drag it to change the falloff. A spot also has a square on the rim of its cone.

Select two or more props or lights and use Edit > Arrange (also in Properties and the command palette):

  • Align left / centre / right across, front / middle / back.
  • Distribute evenly between the first and the last (three or more), or Space by a typed gap.
  • Drop to floor and Push to wall (props slide back until the box touches the wall behind them).
Key Action
Ctrl+D Duplicate the selection
Shift+D Duplicate and pick the copies up in a grab
Ctrl+Shift+D Array: copies in a row; a count and an offset, spread to a picked point, or along the nearest wall. The copies show as outlines first.
Ctrl+C / Ctrl+V Copy, and paste at the pointer (openings paste onto the wall under it)

Array… is also in the Arrange section of Properties. Every action is one undo step with its name (“Align left (4 props)”).

  • Edit > Add places particle effects (the game’s own: candle flames, dust, steam, fireplaces, flies), sound emitters (hums of fridges, air conditioners, servers, fans) and ped spawn points where the view is centred.
  • A selected spawn point has a dot for its radius.
  • The Ped tool (P) puts a 1.80 m figure down for scale (not exported).
  • The Rug tool (Shift+K): drag a rectangle on a floor, then choose shape, pile, pattern, colours and tassels. The rug becomes a prop with its own model.
  • Edit > Add > Cloth (experimental) hangs a sheet of cloth from the ceiling at the middle of the view (see Cloth below).
  • File > Import > Model as a prop (.glb / .gltf)… brings a model of your own into the project as a prop. Props can be scaled; the export writes a scaled copy of the model and its collision.
  • Entity sets (Properties > Interior tab) are named groups of props that a script can switch on and off by name. Put a prop in one from its own Properties (Entity set).

Edit > Add > Cloth (experimental) (also in the command palette) hangs a real game cloth that the game simulates: a curtain, a banner, a cloth in a doorway. It opens a dialog:

  • the width and the drop in metres;
  • the grid of simulated vertices (0 = about 20 cm apart);
  • which edges are pinned (the top by default; pin the sides too for a banner held at both ends);
  • a material from the project (the project’s curtain material by default).

The cloth hangs from the ceiling at the middle of the view; its origin is the middle of its top edge.

  • It is a prop with its own model: a fragment (<project>_cloth_<n>.yft) with an environment cloth that the game simulates, the material’s texture embedded in it. A material with a normal map makes a bump cloth; a cutout material a see-through one.
  • It hangs pleated like the game’s curtains: the columns of the grid step a little back and forth (15 % of their spacing), so it folds along them instead of crumpling into itself.
  • The editor draws the rest pose, a still drape: nothing is simulated in the editor. Move, turn and scale it like any prop; the Scale tool changes the size (the export writes a cloth with the scaled simulation). Edit cloth… in its Properties reopens the dialog and rebuilds the files.
  • A door’s or window’s Properties (curtains and blinds) has + Cloth (experimental): the same cloth, sized for the opening and pinned at its head. A doorway’s is a little narrower than the door; a window’s is 30 cm wider than the window and reaches 35 cm below it.
  • A cloth outside every room is listed in Problems.