Openings
A hole in a wall is made of two assets: the panel with the hole in it, and the insert that
fills it. This page is about the second one, plus the one case that is a hole in a floor.
The hole's own parts (jamb, lintel, sill, reveal) are wall vocabulary, and they are on
Splitting a Piece and The Words We Use > Wall parts. What goes in the hole is here.
Openings are sizes, and the sizes are shared
Two kits whose window openings differ by 10 cm have windows that will never interchange, and nothing about either kit looks wrong until somebody tries.
| Size | ||
|---|---|---|
doorOpening |
1.0 × 2.25 m | A 1.8 m character with 1.65 m eye height walks through it. Every window head lines up with its top. |
doubleDoorOpening |
2.0 × 2.25 m | Same head height, two leaves |
windowOpenings standard |
1.0 × 1.5 m | The default. 0.75 m sill, so a player looks straight out |
windowOpenings wide |
2.0 × 1.5 m | Same sill, for a room with a view |
windowOpenings high |
1.0 × 0.75 m | 1.5 m sill. Bathrooms, stairwells, cellars |
hatchOpening |
0.9 × 0.9 m | Square, and horizontal |
It is a hole in a floor rather than in a wall, and a trapdoor that is not square cannot be
dropped in rotated when a level designer wants it opening the other way.
All of these can be overridden per project. → Asset Rules (Generated) > Project overrides
Which class fills which hole
| Thing | Class | Pivot |
|---|---|---|
| Window that does not open, fixed light, grille | insert |
The opening's bottom-left, not its own |
| Door, gate, anything on a vertical hinge | door |
The bottom of the hinge edge |
| Trapdoor, floor hatch, cellar door | hatch |
The hinge edge, on the top face |
| Shutter in the reveal | insert |
As above |
| Shutter hung on the face, placed freely | prop |
Bottom-centre |
The trapdoor is the one that used to have no right answer
door gets a trapdoor wrong twice: it turns about a horizontal edge rather than a vertical
one, and its top face has to finish flush with the walking surface rather than stand on it. A
trapdoor pivoted as a door sits proud of the floor and swings like a saloon door.
hatch puts the origin on the hinge edge of the top face, so the lid is flush when shut and
turns about the right line when open.
MSH009 measures an origin against the piece's own bounding box, and an insert's surround is wider than the opening by however much surround you drew. Where the opening is belongs to the panel, not to the window.
The add-on says so rather than staying quiet. The Asset Class panel tells you the origin belongs on the opening's bottom-left, and that nothing in Blender can measure that. A green panel on an insert is not a pass on its pivot. Drop one into a real opening and check it by eye.
A door and a hatch are both measured normally.
Neither door, insert nor hatch gets a starter box in New Kit Piece, for the same reason: all three are cut into something rather than being a box of their own, and a box would be a starting point you have to delete before it is useful.
Naming an opening piece
The role goes first, as everywhere else. → Splitting a Piece > Naming
SM_Kit_AbandonedTavern_01_Insert_Window_Wide_01
SM_Kit_AbandonedTavern_01_Insert_Trapdoor_01
SM_Kit_AbandonedTavern_01_Panel_Ground_DoorOpening_01
Handing is not something a check can see and it is the single most common reason a door has to be
remade. Left and Right name the side the hinge is on, seen from outside.
..._Insert_Door_Left_01.
The words for the parts of an opening are in The Words We Use > Openings. The pairs that actually get swapped: a Casement is hinged at the side and a Sash slides; a Mullion is vertical and a Transom is horizontal. And a door panel is a DoorLeaf, because Leaf is already what grows on a plant.
See also
- Splitting a Piece: the four roles, and the panel the hole is cut in
- Roofs: dormers and roof lights, which are openings in a slope
- Make a Kit Piece: the pipeline
- The Words We Use > Openings: the vocabulary