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Wall with Window, A snap-together wall with a 1.0 x 1.24 m window (sill at 0.98 m) in the middle of every 2 m unit, for 2 m grid levels: 3 m tall, 0.25 m thick, 2, 4 or 6 m long, the same opening in every style: dungeon (quoined stone jambs, flat-arch lintel and a projecting sill), scifi (a chamfered frame through the wall with a recessed viewport) or house (wood casing, sill and apron, a cross-barred casement). Glazing swaps leaded or barred glass, open shutters, iron bars or an empty opening; the glass glows warm at night. Runs along X centred on a cell edge like level-wall.
Building · Still

Wall with Window

A snap-together wall with a 1.0 x 1.24 m window (sill at 0.98 m) in the middle of every 2 m unit, for 2 m grid levels: 3 m tall, 0.25 m thick, 2, 4 or 6 m long, the same opening in every style: dungeon (quoined stone jambs, flat-arch lintel and a projecting sill), scifi (a chamfered frame through the wall with a recessed viewport) or house (wood casing, sill and apron, a cross-barred casement). Glazing swaps leaded or barred glass, open shutters, iron bars or an empty opening; the glass glows warm at night. Runs along X centred on a cell edge like level-wall.

Size
2.0 × 3.0 × 0.39 m
Triangles
1,374
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, Glazing, Wear.

Specs

Size
2.0 × 3.0 × 0.39 m
width × height × depth
Triangles
1,374
of 6,000
Draw calls
1
one vertex-colour material
Knobs
5
3 presets
Night lights
2
window, 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-window.mjs';

const wallWindow = createAsset();
scene.add(wallWindow);                      // 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).
lengthrange1 to 3, step 11Length in 2 m grid units, one window centred in each unit (3 = a 6 m wall with three windows).
glazingchoiceglass shutters bars openglassglass (leaded lattice, a cross-barred viewport or a casement), shutters (the glass plus a pair of open shutters on the +Z face; scifi gets a half-lowered blast shutter), bars (iron bars, a prison or cellar window), open (an empty opening, a serving hatch or a ruin).
wearrange0 to 1, step 0.10.30 = new; higher adds cracks, moss and missing blocks, grime and dead lights, stains and fallen plaster.

Presets: prison cell {"style":"dungeon","glazing":"bars","colorway":"dark","wear":0.6} · observation deck {"style":"scifi","length":3} · cottage window {"style":"house","glazing":"shutters","colorway":"warm"}

Files

FileWhat
wall-window.glb ProGLB, default look · 256 KB
wall-window.mjs ProES module, every knob live
wall-window.obj ProOBJ, static; colours in the .mtl
wall-window.mtlOBJ colours; keep it next to the .obj
wall-window-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.