How Shells Work#
A shell is a complete building interior delivered as a single model. When a player enters a property, the housing script spawns the shell out of sight, high above or far from the playable map, and moves the player to its front door. When they leave, the shell is removed again.
Each visit gets its own copy of the shell, so one model can serve every property on your server. Five wooden shells can furnish a whole countryside of cabins, each with its own owner, keys, furniture and storage. The housing script handles all of that.
The Shells#
These are the five model names to put into your housing script. Type them exactly as shown: lower case, with the two-digit number.
Model | Outer size | Height | What stands out |
|---|---|---|---|
| 16.2 × 22.3 m | 4.5 m | The deepest layout and the largest footprint in the pack. |
| 16.5 × 16.1 m | 6.4 m | The tallest shell, with the most headroom. |
| 17.8 × 13.9 m | 3.4 m | The most compact footprint. Its entrance faces the opposite way to the other four. |
| 18.9 × 17.4 m | 4.0 m | The widest shell, and the second largest footprint. |
| 17.0 × 16.4 m | 3.4 m | The most detailed model in the pack, at 6.3 MB. |
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. Height runs from the floor to the top of the model.

Choosing a Shell#
Any shell can be used for any property; none is tied to a price or a housing type. Size makes a natural price ladder for a countryside housing market:
Entry level:
qs_wooden_shell_03, the most compact, for a hunting cabin, a starter home or a cheap rental.Mid range:
qs_wooden_shell_02andqs_wooden_shell_05. Their footprints are similar, but 02 is the tallest shell in the pack and 05 the most detailed.Top end:
qs_wooden_shell_04andqs_wooden_shell_01, the two largest, for ranch houses, family homes and lake houses.
Five layouts in one style means neighbouring cabins don't all look the same inside, while your countryside still feels consistent.
Door Offsets#
Some housing scripts need to know where the front door is inside each shell, so they can place the player on arrival and put the exit there. These are the measured entry points, relative to the shell's own origin:
Model | X | Y | Z | Heading |
|---|---|---|---|---|
| 0.92 | -0.43 | -1.22 | 4.25 |
| 2.99 | -0.56 | -1.24 | 0.77 |
| -0.02 | 0.42 | -0.93 | 179.42 |
| -0.02 | -0.27 | -1.84 | 3.39 |
| -0.12 | -0.39 | -1.41 | 3.67 |
X and Y place the entrance on the floor plan, in metres from the shell's origin.
Z is the floor height at the door. It is negative on purpose: the origin of every Wood Living shell sits above its floor, so these values put the player standing on the floor rather than in mid-air. Keep the minus sign.
Heading is the direction the player faces on arrival, into the house, relative to the shell's own rotation.
qs_wooden_shell_03is the one at 179.42, because its door faces the other way.
qs-housing does not need these values: its creator lets you place the exit inside the shell in game. They are for ps-housing and other housing scripts, and the ready-made blocks are in Integrations.
Download Size and Performance#
Each shell is a single model with no separate texture files to stream. Four of them weigh about 2.8 to 2.9 MB and qs_wooden_shell_05 weighs 6.3 MB, so the whole pack is about 17.7 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 a player is inside it.
Spawning shells side by side? If your housing script places shells in a grid or a row out of sight, keep the spawn points at least 25 m apart. The largest shell,
qs_wooden_shell_01, is 22.3 m deep, so anything closer can make neighbouring interiors overlap.



