How Shells Work#
A shell is a complete interior delivered as a single model. When a player enters a garage or a property, the script spawns the shell out of sight, far below or above the playable map, and moves the player to its door. When they leave, the shell is removed again.
Each visit gets its own copy of the shell, so one model can serve every garage on your server. Five shells can furnish a whole city of private garages, each with its own owner, cars, keys and storage. The garage or housing script handles all of that.
The Shells#
These are the five model names to put into your script. Type them exactly as shown: lower case, with small or med and the two-digit number.
Model | Outer size | Ceiling | Best for |
|---|---|---|---|
| 15.0 × 17.8 m | 4.8 m | Starter, rental and small private garages. |
| 21.9 × 20.0 m | 4.8 m, plus a 4.5 m upper floor | Garage homes, with a living floor above the cars. |
| 36.0 × 36.2 m | 7.0 m | Showroom-style private garages and car collections. |
| 41.5 × 43.9 m | 8.1 m | Workshops, trucks and vans, detailing businesses. |
| 55.3 × 41.6 m | 9.1 m | Crew and club headquarters, the largest collections. |
Outer size is the space the whole model takes up, measured from its bounding box with the walls included, so the floor space inside is a little smaller. Ceiling is the clear height from the garage floor to the ceiling of the main hall.




Inside Each Shell#
The rooms do nothing on their own. A parking spot, a stash or a boss menu is added by your garage or housing script, and the tables below only suggest where each one fits.
Small 01: the compact garage#
qs_garage_shell_small_01 is a single open room of about 263 m² with a 4.8 m ceiling. A 6.8 m wide roller door sits in the middle of one long wall, and a run of low cabinets with an electrical panel lines the wall on your left as you come in. It is the lightest model in the pack, at 0.9 MB.
Area | Good place for |
|---|---|
Main floor | Parking spots for a private garage, a starter garage or a rental unit. |
Cabinet wall | A stash, a toolbox or a wardrobe point. |
Small 02: the garage loft#
qs_garage_shell_small_02 is the garage-and-living shell, on two floors. Downstairs is a garage of about 300 m² with a 4.8 m ceiling, a 4.9 m roller door and a separate pedestrian door beside it. A U-shaped staircase in the far corner climbs to an open upper floor of about 320 m², with its own 4.5 m ceiling and its own lights, which looks down into the garage across a double-height strip along the far wall.
Area | Good place for |
|---|---|
Garage floor | Parking spots, and the way in through either door. |
Upper floor | The living space of a garage home: furniture, a wardrobe, a bed and a stash, placed with your housing script's decoration mode. |
Med 01: the showroom hall#
qs_garage_shell_med_01 is a square hall of about 1,300 m², 7 m to the ceiling. The widest door in the pack, 13.5 m, opens onto two drive-in ramps with a walkway between them, and two glass-fronted rooms of about 8.5 × 8.8 m stand in the front corners on either side. Along the back wall, under a lower 4.75 m ceiling, four bays are marked out with tread plate and hazard tape. Blue accent trim runs around the hall, and a generator with its pipework stands in one back corner.
Area | Good place for |
|---|---|
Display bays | Four parking spots for the cars you want to show off. |
Main floor | Parking for a large collection, a club or a dealership's stock. |
Corner rooms | An office, a lounge, a boss menu or a stash. |
Med 02: the workshop hall#
qs_garage_shell_med_02 is an L-shaped hall of about 1,600 m² with an 8.1 m ceiling and the tallest door in the pack: 5.5 m wide and 5.4 m high, enough for vans, box trucks and motorhomes. At the back, three framed bays with steel floor plates stand on a sand-coloured floor. One corner holds a glass-fronted room of about 11.6 × 11.4 m, and a recess in the front corner is a detailing booth: white panels, a ceiling of light strips and a wall of colour-wrap samples.
Area | Good place for |
|---|---|
Main floor | Parking for trucks, vans and big collections. |
Framed bays | A mechanic, tuning or crafting point at each bay. |
Detailing booth | A paint, wrap or cleaning point. |
Corner room | An office, a boss menu or a parts stash. |
Med 03: the hall with a mezzanine#
qs_garage_shell_med_03 is the largest shell: a hall of about 2,300 m² with a 9.1 m roof. Four display bays marked out with tread plate and hazard tape run along one long side, between two rows of pillars. Along the other long side, a mezzanine of about 690 m² sits 4.5 m above the floor, reached by a U-shaped staircase in the corner, and under it is a 23 m detailing booth with a light-strip ceiling and a wall of colour-wrap samples. The 3.5 m roller door is in one end wall.
Area | Good place for |
|---|---|
Display bays | Four parking spots for show cars. |
Main floor | Parking for a crew, a club or a large collection. |
Mezzanine | A lounge, an office, a boss menu or a stash above the cars. |
Detailing booth | A paint, wrap or cleaning point. |
Choosing a Shell#
Any shell can be used for any garage or property; none is tied to a price or a garage type. Size and layout make a natural ladder:
Entry level:
qs_garage_shell_small_01, the lightest and simplest, for a starter garage, a rental unit or a cheap private garage.Garage homes:
qs_garage_shell_small_02, the only shell with a whole upper floor, for players who want to live above their cars.Collections:
qs_garage_shell_med_01, with four marked bays for the best cars and the widest door for easy access.Workshops and big vehicles:
qs_garage_shell_med_02, the only door tall enough for trucks and motorhomes, with a detailing booth for a wrap or detailing business.Headquarters:
qs_garage_shell_med_03, the largest, with a mezzanine that works as a lounge or an office above the cars.
Five layouts in one style means neighbouring garages don't all look the same inside, while your city still feels consistent.
Doors and Entry Points#
Walls are named by the shell's own axes, before your script rotates it: north is +Y and east is +X. Every measurement on this page was taken from the models themselves.
Model | Vehicle door | Width × height | Pedestrian door |
|---|---|---|---|
| West wall | 6.8 × 3.0 m | None |
| West wall | 4.9 × 2.5 m | West wall, beside it, 1.3 × 2.3 m |
| South wall | 13.5 × 3.4 m | None |
| South wall | 5.5 × 5.4 m | None |
| East wall | 3.5 × 3.2 m | None |
Some scripts need to know where to put the player when they arrive, and where the exit is. These are the entry points, relative to the shell's own origin:
Model | X | Y | Z | Heading |
|---|---|---|---|---|
| -6.50 | 0.00 | -2.00 | 270.00 |
| -6.50 | 5.44 | -2.00 | 270.00 |
| 0.00 | -16.50 | -0.99 | 0.00 |
| -2.04 | -9.30 | -3.15 | 0.00 |
| 4.00 | -0.07 | -1.62 | 90.00 |
X and Y place the entry point on the floor plan, in metres from the shell's origin: about a metre inside the door, centred on it. In
qs_garage_shell_med_01it is on the walkway between the two ramps.Z is the floor height at the door. It is negative on purpose: the origin of every shell sits above its floor, by as much as 3.15 m in
qs_garage_shell_med_02. Keep the minus sign.Heading is the direction the player faces on arrival, into the garage, relative to the shell's own rotation. The values differ because the doors are on different walls.
In
qs_garage_shell_small_02the entry point is the pedestrian door. To use the garage door instead, the point is -6.50, 0.04, -2.00, heading 270.00.
Advanced Garages and qs-housing do not need these values: their creators let you place the exit inside the shell in game. They are for ps-housing and other scripts, and the ready-made blocks are in Integrations.
Model Hashes#
Errors and some scripts show a model by its hash instead of its name. Depending on the tool, the same hash can appear as an unsigned number, a signed number or in hexadecimal:
Model | Hash | Signed | Hex |
|---|---|---|---|
| 1632882736 | 1632882736 | 0x6153D030 |
| 2541501572 | -1753465724 | 0x977C3C84 |
| 2380373550 | -1914593746 | 0x8DE19E2E |
| 2557719378 | -1737247918 | 0x9873B352 |
| 4020429223 | -274538073 | 0xEFA2E1A7 |
Download Size and Performance#
Model | File size | Triangles | Lights | Reach |
|---|---|---|---|---|
| 0.9 MB | 1,690 | 24 | 11.7 m |
| 2.1 MB | 14,533 | 35 | 16.5 m |
| 1.5 MB | 5,257 | 23 | 25.6 m |
| 4.1 MB | 25,913 | 18 | 43.0 m |
| 4.0 MB | 25,882 | 29 | 55.1 m |
Each shell is a single model with its textures, lights and collision inside it, so there are no separate texture files to stream. The whole pack is about 12.5 MB. Players download it once, and their game keeps it in its cache after that.
Nothing runs on the server or the client. The pack has no scripts, no loops and no database, so it costs nothing on the resource monitor. A shell is only loaded while someone is inside it, and it arrives already lit. Reach is the furthest any part of the shell extends from its origin, whichever way it is rotated.
Spawning shells side by side? If your script places shells in a grid or a row out of sight, keep the spawn points further apart than the reach of the two shells added together: at least 24 m between two
qs_garage_shell_small_01, and 111 m between twoqs_garage_shell_med_03, whose origin sits near one end of the hall. Anything closer can make neighbouring interiors overlap.



