BuildingFloorCoordDict: Difference between revisions
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'''THIS IS OBSOLETE'''. Keep for historical information. <br> | |||
Note that some buildings (BoatYard, Harbour, Large Harbour, FishingHut, probably any building using PIER - "layerTypeToCreate": 3) will ignore buildingFloorCoordDict | The footprint of buildings when: under construction; completed construction; rubble; plus there burning versions, are now defined as shown here: <br> | ||
https://codebyfire.com/colonists/wiki/index.php/ModsUnityAssetBundles#Specific_Hierarchies <br> | |||
<br> | |||
This entry in [[ModRender|'''render.json''']] controls the building footprint shown during, and after, construction - relative to the respective image file (e.g. '''buildingfloor_201_L1.png''' and '''buildingfloor_201_L2.png''').<br> | |||
The X and Y values note the building entrance tile.<br> | |||
Note that some buildings (BoatYard, Harbour, Large Harbour, FishingHut, probably any building using PIER - "layerTypeToCreate": 3) will ignore buildingFloorCoordDict as buildings over water use their 3D assets for rendering the "floor". (this may be obsolete - placeholder to verify)<br> | |||
Example entry in render.json<br> | Example entry in render.json<br> | ||
<pre> | |||
{ | { | ||
"buildingFloorCoordDict": { | "buildingFloorCoordDict": { | ||
"201": { // building ID | "201": { // building ID | ||
"LEVEL_1": { // level 1 | "LEVEL_1": { // building level 1 | ||
"x": | "x": 1, // x coord of entrance | ||
"y": 0 // y coord | "y": 0 // y coord of entrance | ||
}, | }, | ||
"LEVEL_2": { // level | "LEVEL_2": { // building level 2 | ||
"x": 0, // x coord | "x": 0, // x coord of entrance | ||
"y": | "y": 0 // y coord of entrance | ||
} | } | ||
} | } | ||
} | } | ||
} | |||
</pre> | |||
Building footprint files should include 128 x 128 pixels for each tile.<br> | |||
'''buildingfloor_201_L2.png''' would contain the floor for building of ID=201 at level=2.<br> | |||
Latest revision as of 23:34, 1 January 2025
THIS IS OBSOLETE. Keep for historical information.
The footprint of buildings when: under construction; completed construction; rubble; plus there burning versions, are now defined as shown here:
https://codebyfire.com/colonists/wiki/index.php/ModsUnityAssetBundles#Specific_Hierarchies
This entry in render.json controls the building footprint shown during, and after, construction - relative to the respective image file (e.g. buildingfloor_201_L1.png and buildingfloor_201_L2.png).
The X and Y values note the building entrance tile.
Note that some buildings (BoatYard, Harbour, Large Harbour, FishingHut, probably any building using PIER - "layerTypeToCreate": 3) will ignore buildingFloorCoordDict as buildings over water use their 3D assets for rendering the "floor". (this may be obsolete - placeholder to verify)
Example entry in render.json
{
"buildingFloorCoordDict": {
"201": { // building ID
"LEVEL_1": { // building level 1
"x": 1, // x coord of entrance
"y": 0 // y coord of entrance
},
"LEVEL_2": { // building level 2
"x": 0, // x coord of entrance
"y": 0 // y coord of entrance
}
}
}
}
Building footprint files should include 128 x 128 pixels for each tile.
buildingfloor_201_L2.png would contain the floor for building of ID=201 at level=2.