HOW TO BUILD IN 3DX

Welcome to the fascinating world of designing locations in the 3DX Chat universe, where your creativity knows no bounds!
Here in this blog, I'll show you how to build your own world with simple shapes and a little patience. Whether it's just a small house, a club, or an entire island is up to you.
I'd like to briefly acknowledge that I am not professionally involved in game development, but rather modeling in 3DX has turned out to be a simple pastime. After several buildings and positive feedback from friends, I decided to offer my experience and help with this guide.
If you see an error or potential for improvement, I would be grateful if you could report it to me. Either in the game or via the Contact us form.
Content:
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Tools / Display
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X Y Z
2.1 Position
2.2 Transformation
2.3 Rotate
2.4 Rotate or move a group
2.4.1 Rotate to correct position -
Usables Assets
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Download objects
4.1 purchase Objects (real money)
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Remove duplicates
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Technical limit
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Final word
1. Tools / Display
From Left to Right you will find here:
- Save / Load or Merge: This allows you to place multiple worlds (or saved objects) into one world. Additionally, you can save only marked objects as a single object, or delete any object. The difference between "merge" and "load" is that "load" loads (only) the selected object, while "merge" adds the selected file to the current world.
- One step back or one step forward (if possible)
- Copy: Creates an exact copy of the marked elements at the same location.
- Delete: Also works with the DELETE key on your keybord.
- Move Mode: Marked objects can be dragged in the corresponding direction by clicking the 3 arrows.
- Rotate Mode: Marked objects can be rotated in the corresponding direction by clicking the correct circle. (Hold down +CTRL key for stepwise rotation, as set in the settings - "Snap Angle")
- Direct Value Adjustment Mode: In this mode, you can directly drag on the 3 values. However, note that the larger the part, the less precise the dragging will be.
- Scale Mode: Marked objects can be adjusted in size (transformed) using the colored points. Holding down the SHIFT key mirrors the transformation to the opposite point.
- Hand Mode: Marked objects can be moved simply by drag and drop. The game automatically considers surfaces (however, this should always be checked. It often happens that objects end up floating 5-10 cm in the air.)
- XYZ Display: An additional and indispensable display for precise modeling that informs you about the XYZ status of the marked object, including position, scaling, and tilt. This only works if 1 object is marked and not for entire groups.
- GLOBAL / LOCAL: A setting for the GIZMO display (XYZ arrows) determining whether the top point should align with the world or with the marked object.
- CENTER / PIVOT: A setting where you can choose whether the object center or the object bottom should be considered. Additionally, for multiple marked objects, whether each individual object should be rotated, for example, or whether it should be moved as a group. This is necessary when rotating and moving assemblies.
- Camera: Orients the camera/display to the marked object. This is helpful if the object disappears from view due to an incorrect command.
- Brush: Color selection for the marked object. Here, color codes (#HEX) and RBG can be used and colors can also be saved. The saved colors can also be used in the character editor. *This way, you can paint your house the same color as your latex thong. 😉
- Group ON / OFF: This marks all marked objects as a group, or removes the marked parts from the grouping. This means that for subsequent movements of the entire group, each individual part no longer needs to be marked.
- Magnet POSITION: This allows the set distance for the position to be overridden (more about this, below 21.2).
- Magnet ROTATION: This allows the set rotation for the tilt to be overridden (more about this, below 21.3).
Counter: Here, all objects placed in the world are counted. If you want to know more about technical limits, go to Chapter 6.
- Objects
New objects (primitive and complex) 3D objects or Usables with which a character can interact. (More about Usables in Chapter 3)
- Materials
You can then give each of these basic shapes a material (paint, optics, surface) a look. It is partly also possible to color the selected material, but it should be noted that the existing color of the material cannot always be completely covered. This varies depending on the material.
- Settings - In the Settings you will find, in order:
- OCEAN LEVEL - The height of the sea level
- SNAP STEP - When an object is moved on the surface, holding the control key while moving will only move it in the entered steps.
- SNAP ANGLE - When an object is moved on the surface, holding the control key while rotating will only move it to the entered inclination. *Personal recommendation: 22.5° or 45°
- GRID TRANSPARENCY, GRID SPACING and GRID POS Y - These can be used to adjust the grid, which is by default at sea level. (White grid)
- GIZMO SCALE - Is the size of the controls. e.g. the 3 arrows in the XYZ area. This can make general operation easier.
- If a Patreon profile exists, it can be linked there. Visitors then have the option to open it from the game for financial support or appreciation.
2. X Y Z
2.1 Position
Each individual block has a position on the map. So you can not only move the blocks by hand, but also position them at a planned location using coordinates. (Button 10) For example, it is possible to position supports or windows at exact distances, e.g. always exact 2 meters apart.
The center on the map is always Y = 0, X = 0, Z = 0 (length, depth, height)
50m in one direction from position 0 would then be, for example: Y = 0, X = 50, Z = 0

For example, 3 blocks can be placed, each 1 m3 in size with a distance of 0.1m between them.(X = 0 or Center
Block left X = "-1.1"
Block middle X = "0"
Block right X = "1.1"
All blocks have a scale of 1m3 each / Scale XYZ = "1"
By the way... Y position = height above water and Z = depth (back)
2.2 Transformation
All primitive shapes can not only be adjusted in size, but also scaled individually, e.g., wider, taller, deeper, flat, and much more. However, this may not be possible with certain finished objects such as bottles, beds, sofas, glasses, etc. For example, potted houseplants can be enlarged, but will be reset to "1" when entering the world. (maybe just a currenty a bug.)

2.3 Rotate
With Rotate (button 6), objects and groups of objects can be rotated. Holding down the CTRL key allows objects or groups of objects to be rotated step by step, depending on how it is set in the Settings. To do this, however, you must click exactly on the colored circle as shown in the picture below.

2.4 Rotate or move a group
With the right settings, entire groups of objects can be moved and rotated.
To create a group, simply select the objects (hold down CTRL and select the objects individually with the left mouse button, then click button 15.1 group) if you now select one of the objects again, the entire group should be automatically marked.
It is important to note the option at the top: "CENTER" or "PIVOT". With the "PIVOT" setting, each object rotates around its own axis. If you choose "CENTER", the entire assembly is rotated as a unit.
Don't be surprised if moving entire groups (e.g 50+ objects) takes a little longer. The game makes it easier for you to move all objects together, but has to calculate the coordinates for each object again. So if the game doesn't react for a few seconds or longer after an input command, wait a moment.
It is also possible to rotate with the XYZ commands. However, this only works with individual objects, as each object refers back to the coordinates and not to a single movement.
In the photo on the left, for example, the cube was
tilted backwards by 45 degrees and rotated 90 degrees clockwise around its own axis.
2.4.1
If you sometimes add object groups to the world (from the internet or from other worlds), they are sometimes completely wrongly positioned in the world. Simply setting the coordinates is not possible for an entire group. There is only one way to rotate them as a group, and that is with the rotation tool. (Button 6)
W I P right now
3. USABLES ASSETS
If you design a sofa, bar stool, bed or anything else yourself from primitive shapes, it will not be usable for players at first. So-called "usables" must be placed on them. Only then can the sofa, bed, or chair be used by a player.
Once you have created your desired furniture, simply place usables on the self-created objects, as precisely as possible. With beds and chairs, this is relatively easy, but with bar stools it is somewhat more complex and needs to be tested to see if the height, orientation, and relationship to the bar counter are correct.
In the picture below you can see self-made furniture equipped with usables.

4. Download objects
It is possible to use *finished objects from other artists. So you can (if you don't have the patience) simply download a file from the internet and drag it into the game with "Load" (button 1). If you want to load the additional file as an addition to the world, e.g. an additional luxury boat into your world, use "MERGE".
To move the added object to the correct position, select the new objects in the world, (group them as a group if this has not yet been done = button 15.1) and move the whole group with button 5 to your desired position. If the object still needs to be rotated, remember to set the setting above (12) to Center.
*I would like to mention at this point that the objects on the internet are sometimes not in good condition or were partly generated by AI. Pay attention to the file size when selecting and then also look at how the world was technically created afterwards. Often, a massive effort can save a lot of objects and thus file size. The effort can really be massive, as it's almost worthwhile to build the whole thing by hand yourself. It is also highly recommended to check the file for duplicates.
4.1 purchase Objects (real money)
Objects can be acquired for a fee. After successful payment, these objects are released, for example, via Google Drive to the buyer's email address. Their use is at your own risk. I don't want to praise or disparage it. But it is associated with a certain risk.
5. Remove duplicates
In the heat of the moment, it happens again and again that objects are unconsciously copied. And to save resources, it is possible to delete them with a free mini-program created by the community.
Link: https://www.3dxchatsharing.com/product/remove-duplicate-items-tool-by-chloe/
With this program, you can select a world and have it checked for duplicates. It then deletes all duplicates. This is an important step, especially when your project reaches a certain size. (e.g. 8,000+ objects)
6. Technical limit
Speaking of size, let's briefly talk about the technical limit.
Actually, the editor has no limit, you want to rebuild the entire Miami Ocean Drive, which requires over 2 million objects in your world? The editor should technically be able to handle that and gives you no limit. The limit is your computer, which has to render the objects. And even if you have an overbred NASA computer on cocaine, definitely consider that your visitors and guests might be playing with a small old laptop. You don't want to accidentally push anyone off the bed just because you have a few (thousand) too many objects in the world.
Another important factor is what was built in. Moving objects require more computing power than static objects, e.g. a palm tree that moves in the wind or material (smooth surface) that moves, such as melting snow or lava.
Our first big world had ± 85,000 objects and included all family buildings. The editor supported this, but my old high-performance PC was at its limit. In build mode 8-15 FPS, in game mode ± 20 FPS.
*Based on my own experience, worlds with 20,000 objects should not be a problem for most. 40,000 objects are still feasible for most, but show first technical characteristics, e.g. mini-freezes every 15 minutes (or similar), graphics card is more heavily loaded, and much more...
Our personal recommendation: do not exceed 25,000 objects to ensure accessibility for 98% of all players. If you are only building a single house or a club, this should not be a problem at all.
**Here I am speaking from my own experience. Have you had other experiences with it? Please let us know so we can make our guide even better.*
7. Final word
I hope these instructions are helpful to you all. If you have any questions or suggestions, I will be happy to help you.
I also like to look at your works (whether you are new or already have experience in this area) and get involved in long and exciting conversations about building and creativity.
Furthermore, I would like to cordially invite you to show me your finished or unfinished works. It absolutely doesn't matter whether you are a newcomer in this field and are just taking your first steps, or whether you already have many years of experience and an impressive portfolio. Every work is unique and holds its own story, and I am always curious to discover your creative expressions. The exchange about building and the limitless world of creativity is a true passion for me. I love to immerse myself in long, inspiring and captivating conversations that illuminate the fascination and challenges of this creative field.
For me personally, this engagement with building, creating and editing pictures, and discussing them is much more than just a hobby - it's like a positive addiction that drives and fulfills me. I simply cannot stop creating new things, telling visual stories, and constantly being inspired by the endless possibilities of design. (Ask my wife... She can confirm that I constantly pester her with creative ideas. I almost feel a bit sorry for her having me around.)
This passion is a driving force in my life that constantly encourages me to learn new things, experiment, and expand my skills.