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TileSets.txt
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Introduction
------------
This is an outline of the repeating patterns evident in the texture library, and how they
relate to region and climate.
Region Texture Patterns
-----------------------
The various regions in Daggerfall seem to follow a certain pattern with regards to ordering in
the texture library. A range of 100 is allocated for each region, and standard texture sets
with fixed offsets are found within each range. Some of these offsets are "reserved" and
contain a variety of textures, such as doors, carpets, signs and unique locations. The entire
block of 200-299 is reserved for non-region textures, such as monsters.
Region Type Ranges
------------------
Following are the ranges that region textures fall into.
000 - 099 Desert
100 - 199 Mountain
300 - 399 Temperate / Woodland
400 - 499 Swamp
Base Textures
-------------
Following are standard base textures. Add this number to the region type to discover the
appropriate texture set for that region. The offsets marked as "Reserved" contain a variety
of special textures that typically aren't related to region type. In some cases the reserved
texture may not even be present. This could indicate free positions in the library never
filled during development. The textures marked with a '*' support a climate offset.
Reserved A 000 - 001
*Terrain 002
Reserved B 005 - 006
*Ruins 007
*Castle 009
Palace Int. 011
*City A 012
*City B 014
City Int. 016
*City Walls 017
Crypt A 019
Crypt B 020
Reserved C 021
Dungeons A 022
Dungeons B 023
Dungeons C 024
Dungeons NEWCs 025
*Farm 026
Farm Int. 028
*Fences 029
Reserved D 031 - 034
*Mages Guild 035
Mages Guild Int. 037
*Manor 038
Manor Int. 040
Marble Floors 041
*Merchant Homes 042
Merchant Homes Int. 044
Mines 045
Reserved E 046
Natural Caves 047
Paintings 048
Reserved F 049 - 057
*Tavern Exteriors 058
Tavern Int. 060
*Temple Exteriors 061
Temple Int. 063
*Village 064
Village Int. 066
Reserved G 067
Sewer 068
*Roofs 069
Reserved H 071 - 073
Door Set 074
Reserved I 075 - 099
Climate Offsets
---------------
The Desert region never experiences snow, and instead has more base textures. These should
be referenced explicity in the objects that use them. For regions 100 and higher, a +1 can
be added during Winter for a snow texture. For all Terrain textures, a +2 can be added during rain.
+1 Winter (objects and terrain)
+2 Rain (terrain only)
Formula
-------
The formula for determining a texture set is:
Region + Base + Climate = TextureIndex
For example, to find the texture for a Mountain Castle during winter:
100 + 9 + 1 = 110 (TEXTURE.110 = Mountain Castle Snow)
Another example, to find the ground texture for a swamp during rain
400 + 2 + 2 = 404 (TEXTURE.404 = Swamp Terrain Rain)
For most 3D objects in ARCH3D.BSA the appropriate base texture is referenced explicitly. A BLOCKS.BSA
parser can check the region of a texture set and its base offset to see if climate offsets apply.
It's possible the actual region number 0, 1, 3, 4 is referenced somewhere in MAPS.BSA or WOODS.WLD.
Afterword
---------
In some cases the description for a texture set is misleading. For example:
TEXTURE.129 Mountain Fences Snow
TEXTURE.130 Mountain Fences
Seem to be the wrong way around. However when you extract the textures in these archives, it is
the description that's actually wrong. The +1 winter offset is still correct in this case.