BuildingFloorCoordDict: Difference between revisions
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'''THIS IS OBSOLETE'''. Keep for historical information. <br> | |||
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> | |||
<pre> | |||
{ | |||
"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 | |||
} | |||
} | |||
} | |||
} | |||
</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THIS IS OBSOLETE.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.