BuildingFloorCoordDict: Difference between revisions
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'''THIS IS OBSOLETE'''. Keep for historical information. <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> | 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> | ||
Revision as of 19:39, 1 January 2025
THIS IS OBSOLETE. Keep for historical information.
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.