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DramaticShapeVoxelMod/assets/docs/buildings/B31-unnamed-building.md
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DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

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B31 - Unnamed building

Unnamed building

OVERWORLD tileset, 6 x 4 cells (12 x 8 tiles of 8px, 96 x 64 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..4; tile column c=1..12, tile row r=1..8. 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 | M N | O O | O P | P O | O O | Q R |
      | S T | T T | P P | P P | P P | P U |
      +-----+-----+-----+-----+-----+-----+
   y4 | S O | O O | V W | O O | O O | O U |
      | X Y | Y Y | * Z | Y Y | Y Y | Y a |
      +-----+-----+-----+-----+-----+-----+

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 |  37  38 |  10  10 |  10  75 |  75  10 |  10  10 |  40  41 |
      |  15  34 |  34  34 |  75  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+---------+---------+
   y4 |  15  10 |  10  10 |  11  12 |  10  10 |  10  10 |  10  31 |
      |  78  26 |  26  26 |  27  28 |  26  26 |  26  26 |  26  79 |
      +---------+---------+---------+---------+---------+---------+

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
  {  37,  38,  10,  10,  10,  75,  75,  10,  10,  10,  40,  41 },  -- r5
  {  15,  34,  34,  34,  75,  75,  75,  75,  75,  75,  75,  31 },  -- r6
  {  15,  10,  10,  10,  11,  12,  10,  10,  10,  10,  10,  31 },  -- r7
  {  78,  26,  26,  26,  27,  28,  26,  26,  26,  26,  26,  79 },  -- r8
}

Legend

Legend pending.

  • * = tile 27, used 1x
  • 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 3x
  • G = tile 56, used 4x
  • H = tile 18, used 16x
  • I = tile 25, used 3x
  • J = tile 22, used 1x
  • K = tile 23, used 8x
  • L = tile 24, used 1x
  • M = tile 37, used 1x
  • N = tile 38, used 1x
  • O = tile 10, used 14x
  • P = tile 75, used 9x
  • Q = tile 40, used 1x
  • R = tile 41, used 1x
  • S = tile 15, used 2x
  • T = tile 34, used 3x
  • U = tile 31, used 2x
  • V = tile 11, used 1x
  • W = tile 12, used 1x
  • X = tile 78, used 1x
  • Y = tile 26, used 8x
  • Z = tile 28, used 1x
  • a = tile 79, used 1x

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  DOOR   SOLID  SOLID  SOLID

Enterable cell: (3,4).

Silhouette

186 of the 6144 px inside the box are ground outside the black outline, so the 96x64 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
    r5   c1:5px, c12:5px
    r6   c1:8px, c12:8px
    r7   c1:8px, c12:8px
    r8   c1:8px, c12:8px

Where it stands

map cell (x,y) door leads to
PALLET_TOWN (10,8) (12,11) OAKS_LAB