Open the scene editor from an incident, draft walls and storeys, set heights in one step, name rooms, and save the building to your department.
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What this does not do
a modeling tool for training and pre-planning, not a CAD or architectural package, and not a survey. The footprint offer needs public building coverage at that address; without it you draw from scratch.
Coffee Table Tactics can model a target hazard as an actual 3D building — walls, storeys, a basement, named rooms, a roof — instead of the extruded footprint that renders by default.
Open the scene editor
From an incident, open the Floor Plan tab in the left panel and click Scene Editor. It opens as its own full-screen workspace; the way out, Back to the incident, sits at the foot of the icon rail down the left edge, and prompts you first if you have unsaved changes.
Start from the real footprint
Open the editor on an empty canvas at a covered address, and before you draw a single wall it offers to seed the perimeter from building data on file for that address. Confirm to use it, or click Start blank to trace your own outline instead. The seed lands as one action on the undo stack, so one Cmd/Ctrl+Z removes the entire building it just built — walls, levels, and all.
Draft the structure
The Build panel is where walls, openings, floors, and roofs get drawn, in either the 3D view or the 2D plan (switch views from the top center) — use whichever is more precise for the wall at hand. Each level's walls belong to that level alone, so a basement can be traced smaller than the ground floor above it — a walkout foundation, say, rather than a full copy of the footprint.
Set a storey's height once, not wall by wall
The Levels group sets the wall height for the level you're on, and a second button applies that same height to every level of the building, basement included. Walls that were following the storey move with it for free. A wall standing at a height of its own — a parapet, a knee wall — is left exactly as it is rather than being overwritten.
The Selected walls group is the companion control: select a group of walls anywhere in the building and set their height or thickness together, in one step. When the selected walls don't already agree, the field reads Mixed instead of guessing at a number.
Name the rooms
The Rooms group lists one name field per enclosed space on the level you're viewing — the editor detects each room from the walls that close it. Type a name and press Enter, or click away, to save it. These names carry over to the floor plan the next time you attach this scene to an incident.
Roofs
The same Build panel offers four roof shapes — Gable, Hip, Shed, and Flat — each with its own default pitch. Pick one and draw it across the footprint the way you draw a wall.
Save it to your department
Click Save in the top corner. The first time, it opens the Scenes panel so you can name the building; after that, Save updates that same scene in your department's library. The Scenes panel offers the identical save, plus Save as new to branch off a separate copy without altering the original. A scene saved from inside an incident's editor session is stamped with that incident's address, so it's easy to find the next time you work that address.
Export a floor plan PDF
Open Settings → Export → Floor plan and choose Full floor plan or Structure only to generate a printable PDF, one page per level.
Building the house is half the job. See Attach a scene to a drill for how the building, its named rooms, and anything you paint on it become part of an incident.