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
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.
import { createAsset } from 'https://gaitkit.com/cdn/wall-window.mjs';
const wallWindow = createAsset();
scene.add(wallWindow); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/wall-window.mjs';
export function WallWindow() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import wall-window.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://wall-window.glb").instantiate())// Import wall-window.glb with glTFast (com.unity.cloud.gltfast).
// Drop it in the scene: 1 unit = 1 metre, +Z is its front.Use the gaitkit MCP server: get_variant({ "id": "wall-window", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | dungeon scifi house | dungeon | Shared 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. |
colorway | choice | classic dark warm | classic | Palette 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). |
length | range | 1 to 3, step 1 | 1 | Length in 2 m grid units, one window centred in each unit (3 = a 6 m wall with three windows). |
glazing | choice | glass shutters bars open | glass | glass (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). |
wear | range | 0 to 1, step 0.1 | 0.3 | 0 = 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
| File | What |
|---|---|
| wall-window.glb Pro | GLB, default look · 256 KB |
| wall-window.mjs Pro | ES module, every knob live |
| wall-window.obj Pro | OBJ, static; colours in the .mtl |
| wall-window.mtl | OBJ colours; keep it next to the .obj |
| wall-window-params.json | knob 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.