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Buildings not yet voxelized

Status of the 34 catalogued drawings against the buildings list in data/voxel_heights.lua. Coverage is 31 of 34 drawings, 144 of 147 placements. Three are left, one placement each, and none of them is a matter of sitting down and reading the drawing - each defeats a different assumption the band-table pipeline is built on.

(Counting note: the catalogue's per-building tables list one row per DOOR, so B19, B22 and B23 each appear twice for a single placement. 150 rows, 147 placements. This page counts placements.)

id tileset cells px used what defeats it
B19 PLATEAU 20 x 5 320x80 1x two structures in one drawing
B30 OVERWORLD 6 x 4 96x64 1x truncated by the map edge; no roof drawn
B32 SHIP_PORT 8 x 3 128x48 1x not a building

The silhouette test

A drawing the pipeline can read floods to one connected piece. That is the most useful single number here, more than fill percentage: a drawing can be 95% filled and still be shredded.

id fill pieces largest piece note
shipped, for reference 82-95% 1 100%
B19 76% 1 100% silhouette is fine; the problem is elsewhere
B32 95% 29 98% mostly intact, fragments are the ship's fittings
B30 37% 126 25% unbounded - see below

B19 - Indigo Plateau

INDIGO_PLATEAU (0,1), doors at (9,5) and (10,5) into INDIGO_PLATEAU_LOBBY.

Its silhouette is clean, and B23 - the Victory Road entrance, the same tileset and the same kind of rock face - was voxelized without trouble. The difference is that B19 is two structures in one drawing. Rows 0..47 span the full 320px: that is the plateau wall. Rows 48..79 span only x=96..223: that is the lobby building standing in front of it, 8 cells wide.

The band table describes one roof over one facade. Give B19 a single roofRows and the roof slab covers all 320 columns while walls exist only under the middle 128, so the two ends come out as a slab floating over nothing. Nothing in the band table can say "and the wall stops here".

It needs either a way to express two stacked footprints in one template, or splitting into two drawings - which means changing the extraction, not the profile.

B30 - the Pokemon Tower

LAVENDER_TOWN (12,0). A tall face of windows over brick.

Two problems, and the second is the one that stops it.

Its silhouette is unbounded. The drawing has no black outline anywhere on its boundary: row 0, row H-1 and both side columns are entirely light, so the flood enters at 318 separate border seeds and eats everything up to the window frames - 126 fragments, largest 25%. seal does not rescue it the way it did Route 10's block: sealing the south side alone changes nothing (37% either way), and sealing all four asserts the whole box is building.

It cannot be sealed, because the box is not all building. The catalogue's own silhouette record says 1552 of the 6144 px are ground - a quarter of the box - including interior tile columns. Seal all four sides and that quarter becomes wall.

And it has no roof. The tower sits at y=0, the top row of the map, so the drawing is cut off by the map boundary: rows 0..59 are windows and brick all the way up, with no roof band. A band table with a small roofRows caps it with its own top rows, which renders plausibly, but the cap is a reading the drawing does not support.

B32 - the S.S. Anne

VERMILION_DOCK (10,3). A ship in three-quarter perspective, with a hull, deck, funnels and gangway.

It is the only asymmetric drawing in the catalogue (top[x] does not mirror), which by itself fails the reference tool's symmetry assert. Its silhouette is largely fine, but the band table does not describe it at any setting: there is no roof-from-above band, no face-on facade, and no taper that means elevation. Voxelizing the S.S. Anne means a different archetype, not a band table.