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DramaticShapeVoxelMod/assets/docs/buildings/B26-unnamed-building.md
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DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

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B26 - Unnamed building

Unnamed building

OVERWORLD tileset, 6 x 6 cells (12 x 12 tiles of 8px, 96 x 96 px). Appears 1 time in the game. Tile ids index assets/generated/tilesets/overworld.png, 16 per row.

Coordinates are 1-based and local to the building: cell x=1..6, y=1..6; tile column c=1..12, tile row r=1..12. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.

Symbol grid

          x1   x2   x3   x4   x5   x6 
      +-----+-----+-----+-----+-----+-----+
   y1 | A B | C C | C C | C C | C C | D E |
      | F G | H H | H H | H H | H H | G I |
      +-----+-----+-----+-----+-----+-----+
   y2 | F G | H H | H H | H H | H H | G I |
      | F J | K K | K K | K K | K K | L I |
      +-----+-----+-----+-----+-----+-----+
   y3 | F G | H H | H H | H H | H H | G I |
      | F G | H H | H H | H H | H H | G I |
      +-----+-----+-----+-----+-----+-----+
   y4 | F J | K K | K K | K K | K K | L I |
      | M N | O O | O O | O O | O O | P Q |
      +-----+-----+-----+-----+-----+-----+
   y5 | R S | S S | S S | S S | S S | S T |
      | R U | U U | U U | U U | U U | U T |
      +-----+-----+-----+-----+-----+-----+
   y6 | R S | S S | S S | S S | S S | S T |
      | R U | U U | U U | U U | U U | U T |
      +-----+-----+-----+-----+-----+-----+

Same grid, raw tile ids

            x1       x2       x3       x4       x5       x6   
      +---------+---------+---------+---------+---------+---------+
   y1 |   5   6 |  83  83 |  83  83 |  83  83 |  83  83 |   8   9 |
      |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      +---------+---------+---------+---------+---------+---------+
   y2 |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      |  21  22 |  23  23 |  23  23 |  23  23 |  23  23 |  24  25 |
      +---------+---------+---------+---------+---------+---------+
   y3 |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      +---------+---------+---------+---------+---------+---------+
   y4 |  21  22 |  23  23 |  23  23 |  23  23 |  23  23 |  24  25 |
      |  37  38 |  34  34 |  34  34 |  34  34 |  34  34 |  40  41 |
      +---------+---------+---------+---------+---------+---------+
   y5 |  15  10 |  10  10 |  10  10 |  10  10 |  10  10 |  10  31 |
      |  15  75 |  75  75 |  75  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+---------+---------+
   y6 |  15  10 |  10  10 |  10  10 |  10  10 |  10  10 |  10  31 |
      |  15  75 |  75  75 |  75  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+---------+---------+

As a 1-based Lua array, rows[r][c]:

local rows = {
  {   5,   6,  83,  83,  83,  83,  83,  83,  83,  83,   8,   9 },  -- r1
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r2
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r3
  {  21,  22,  23,  23,  23,  23,  23,  23,  23,  23,  24,  25 },  -- r4
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r5
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r6
  {  21,  22,  23,  23,  23,  23,  23,  23,  23,  23,  24,  25 },  -- r7
  {  37,  38,  34,  34,  34,  34,  34,  34,  34,  34,  40,  41 },  -- r8
  {  15,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  31 },  -- r9
  {  15,  75,  75,  75,  75,  75,  75,  75,  75,  75,  75,  31 },  -- r10
  {  15,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  31 },  -- r11
  {  15,  75,  75,  75,  75,  75,  75,  75,  75,  75,  75,  31 },  -- r12
}

Legend

Legend pending.

  • A = tile 5, used 1x
  • B = tile 6, used 1x
  • C = tile 83, used 8x
  • D = tile 8, used 1x
  • E = tile 9, used 1x
  • F = tile 21, used 6x
  • G = tile 56, used 8x
  • H = tile 18, used 32x
  • I = tile 25, used 6x
  • J = tile 22, used 2x
  • K = tile 23, used 16x
  • L = tile 24, used 2x
  • M = tile 37, used 1x
  • N = tile 38, used 1x
  • O = tile 34, used 8x
  • P = tile 40, used 1x
  • Q = tile 41, used 1x
  • R = tile 15, used 4x
  • S = tile 10, used 20x
  • T = tile 31, used 4x
  • U = tile 75, used 20x

distinct tiles

Collision

Cell walkability reads the bottom-left 8px tile of each cell (src/world/Map.lua:6):

    y1   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y2   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y3   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y4   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y5   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y6   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID

Every cell is solid - this building has no door of its own.

Silhouette

1170 of the 9216 px inside the box are ground outside the black outline, so the 96x96 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:

    r1   c1:48px, c2:16px, c11:16px, c12:48px
    r8   c1:6px, c2:23px, c3:24px, c4:24px, c5:24px, c6:24px, c7:24px, c8:24px, c9:24px, c10:24px, c11:23px, c12:6px
    r9   c1:24px, c12:24px
    r10  c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
    r11  c1:24px, c12:24px
    r12  c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px

Where it stands

map cell (x,y) door leads to
ROUTE_10 (12,66) - scenery, no entrance