Container 3D models (for 3D modelers)
This page is for 3D artists preparing a container mesh in Blender. Read the general 3D models page first (LODs, textures, export); this page only adds what is specific to containers.
For what containers do in-game see Game Design → Containers; for the code side see Network Game → Containers.
Current sizes (temporary meshes)
Two sizes exist so far — the meshes are placeholders (that's why they're named test containers). Both use 4 cm walls, giving a usable interior width of 2.52 m (2.6 − 2 × 0.04).
| Container | Exterior (L × W) | Wall thickness | Interior width |
|---|---|---|---|
test_containers_6x2.6 | 6 × 2.6 m | 4 cm | 2.52 m |
test_containers_12x2.6 | 12 × 2.6 m | 4 cm | 2.52 m |
Modeling notes
- Walls & interior: keep the 4 cm wall thickness and the resulting 2.52 m clear inner width — crates are sized against that inner volume, and the game's storage zone is fitted to it.
- Interior volume must be reachable: the container has an inner
Area3D(set up by level/dev) sized to the empty space; the mesh's inner faces should match it so objects settle where the game expects. - Collision: model the floor and walls as collision (like other props) so carried objects rest on the floor and stop at the walls. An open side (benne) simply has no wall there.
- Origin: keep the object origin sensible (centred on the footprint) — game code uses the mesh / collision bounds, so an off-origin model still works, but a clean origin makes placement easier.
Variants to come
Future containers will differ by use (refrigerated, tanks, ore hoppers, flat decks) — those are new meshes/features, not new dimensions rules. Coordinate sizes with game design before modeling a new variant.