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Floor Tile, A snap-together floor tile for 2 m grid levels, 2 x 2 m (or 4 x 4 m) and 0.1 m thick, in the Modular Level Kit styles: dungeon (pillowed flagstones over dark mortar), scifi (bevelled deck plates with grip strips and bolts) or house (staggered floorboards). Variants add a hinged hatch in the middle (iron drain grate, a glowing vent grille or a plank trapdoor, rig "hatch") or a pattern (dressed kerb with cobbles, a hazard-striped border with light strips, or checker tiles). Centred on its cell; the walking surface is at y = 0.1 as built, so place tiles at y = -0.1 to put the floor level with the base of walls, doors, stairs and pillars.
Building · Still

Floor Tile

A snap-together floor tile for 2 m grid levels, 2 x 2 m (or 4 x 4 m) and 0.1 m thick, in the Modular Level Kit styles: dungeon (pillowed flagstones over dark mortar), scifi (bevelled deck plates with grip strips and bolts) or house (staggered floorboards). Variants add a hinged hatch in the middle (iron drain grate, a glowing vent grille or a plank trapdoor, rig "hatch") or a pattern (dressed kerb with cobbles, a hazard-striped border with light strips, or checker tiles). Centred on its cell; the walking surface is at y = 0.1 as built, so place tiles at y = -0.1 to put the floor level with the base of walls, doors, stairs and pillars.

Size
2.0 × 0.10 × 2.0 m
Triangles
194
Open in the lab

FreeFree download, no account needed.

Also as , a .zip with the .obj and its .mtl.

Ready for any engine. The download carries the knobs you set here.

Tune it

5 knobs: Style, Colourway, Size, Variant, Wear.

Specs

Size
2.0 × 0.10 × 2.0 m
width × height × depth
Triangles
194
of 6,000
Draw calls
1
one vertex-colour material
Knobs
5
3 presets
Night lights
1
light

Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.

Use it

Code for the specimen as it is set up above; it follows your knobs.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/floor-tile.mjs';

const floorTile = createAsset();
scene.add(floorTile);                      // rests on y = 0, front faces +Z

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicedungeon scifi housedungeonShared by every Modular Level Kit piece: dungeon (coursed stone blocks, iron and oak), scifi (bolted panels, trims and glowing light strips), house (plaster over wood or brick wainscot, timber trim). Use one value across a level.
colorwaychoiceclassic dark warmclassicPalette within the style, shared across the kit: classic (dungeon grey granite, scifi light grey with orange, house cream plaster and brown wood), dark (basalt, gunmetal with yellow, white plaster with black timber), warm (sandstone, beige retro with teal, ochre plaster with honey wood and brick).
sizerange1 to 2, step 11Grid cells per side: 1 = one 2 x 2 m cell, 2 = a 4 x 4 m tile covering four cells. Centred on the origin either way.
variantchoiceplain hatch patternplainplain (flagstones, deck plates or floorboards), hatch (a 0.9 m hinged hatch in the middle that opens up: iron drain grate, glowing vent grille, plank trapdoor), pattern (dressed kerb round small cobbles, a hazard-striped border with light strips, or checker tiles).
wearrange0 to 1, step 0.10.30 = new; higher adds cracks, moss and missing stones (dungeon), grime and scorched plates (scifi), worn and missing boards (house).

Presets: mossy crypt floor {"style":"dungeon","wear":0.8,"colorway":"dark"} · engine room deck {"style":"scifi","variant":"pattern","colorway":"dark"} · kitchen tiles {"style":"house","variant":"pattern","colorway":"dark"}

Files

FileWhat
floor-tile.glbGLB, default look · 29 KB
floor-tile.mjsES module, every knob live
floor-tile.objOBJ, static; colours in the .mtl
floor-tile.mtlOBJ colours; keep it next to the .obj
floor-tile-params.jsonknob schema, presets, night zones

Licence

Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.