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Wall with Door, A snap-together wall with a working hinged door for 2 m grid levels: 3 m tall, 0.25 m thick, 2, 4 or 6 m long with a 1.1 x 2.22 m doorway in the middle, the same opening in every style: dungeon (oak planks with iron bands and studs in quoined stone jambs under a flat arch), scifi (a bulkhead door with a viewport and a status light in a chamfered frame) or house (a four-panel door in a wood casing). The door swings out toward +Z on its left hinge (rig "door", 0 to -90 degrees). Runs along X centred on a cell edge like level-wall, so the two mix freely.
Building · 1 moving part

Wall with Door

A snap-together wall with a working hinged door for 2 m grid levels: 3 m tall, 0.25 m thick, 2, 4 or 6 m long with a 1.1 x 2.22 m doorway in the middle, the same opening in every style: dungeon (oak planks with iron bands and studs in quoined stone jambs under a flat arch), scifi (a bulkhead door with a viewport and a status light in a chamfered frame) or house (a four-panel door in a wood casing). The door swings out toward +Z on its left hinge (rig "door", 0 to -90 degrees). Runs along X centred on a cell edge like level-wall, so the two mix freely.

Size
2.0 × 3.0 × 0.68 m
Triangles
2,364
Open in the lab

ProPro download.

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, Length, Wear, Lamp.

Specs

Size
2.0 × 3.0 × 0.68 m
width × height × depth
Triangles
2,364
of 6,000
Draw calls
1
one vertex-colour material
Moving parts
1
door · rotate
Knobs
5
3 presets
Night lights
2
lamp, 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/wall-door.mjs';

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

// 'door' pivots on its hinge: -90° to 0° around y
wallDoor.getObjectByName('door').rotation.y = THREE.MathUtils.degToRad(-90);

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).
lengthrange1 to 3, step 11Length in 2 m grid units; the doorway stays in the middle (a length-2 wall puts it across the joint of its two units).
wearrange0 to 1, step 0.10.30 = new; higher adds cracks, moss and missing blocks, grime and dead lights, stains and fallen plaster, and a weathered door.
lamptoggleon / offtrueA light beside the doorway on the +Z face: torch (dungeon), upright light bar (scifi) or a lantern (house). Lit at night.

Presets: cell door {"style":"dungeon","colorway":"dark","wear":0.6} · airlock {"style":"scifi","colorway":"dark","lamp":false} · front door {"style":"house","colorway":"dark","length":2}

Files

FileWhat
wall-door.glb ProGLB, default look · 415 KB
wall-door.mjs ProES module, every knob live
wall-door.obj ProOBJ, static; colours in the .mtl
wall-door.mtlOBJ colours; keep it next to the .obj
wall-door-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.