Props, lights and objects
The Game library
Section titled “The Game library”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 doorfindsex_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.
The Prop tool and snapping
Section titled “The Prop tool and snapping”| 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.
Lights
Section titled “Lights”| 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.
Arranging
Section titled “Arranging”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)”).
Effects, peds and imports
Section titled “Effects, peds and imports”- 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).
Cloth (experimental)
Section titled “Cloth (experimental)”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.