TileData

Data File: TileData.mul

This file has no indexer. Directly after one block ends, another begins.
There are two types of blocks; land and static.
There are 512 land blocks, followed by any number of static blocks

Land Block:

int header; // Unknown

List Land Entries[32]:
   int flags; // See below
   short TextureID; // If 0, the land tile doesn't have a texture
   char[20] name;

Static Block:

int header; // Unknown

List Static Entries[32]:
   int flags; // See below
   byte weight; // 255 if not moveable
   byte quality; // See below
   short unknown1;
   byte unknown2;
   byte quantity; // See below
   short animation; // The BodyID of the item's animation
   byte unknown3;
   byte hue; // Unknown use, perhaps colored lighting?
   byte unknown4;
   byte unknown5; // Known in some circles as "Value"
   byte height;
   char[20] name;

Flags
0x00000001Background
0x00000002Weapon
0x00000004Transparent
0x00000008Translucent
0x00000010Wall
0x00000020Damaging
0x00000040Impassable
0x00000080Wet
0x00000100Unknown1
0x00000200Surface
0x00000400Bridge
0x00000800Generic
0x00001000Window
0x00002000NoShoot
0x00004000ArticleA
0x00008000ArticleAn
0x00010000Internal
0x00020000Foliage
0x00040000PartialHue
0x00080000Unknown2
0x00100000Map
0x00200000Container
0x00400000Wearable
0x00800000LightSource
0x01000000Animation
0x02000000NoDiagonal
0x04000000Unknown3
0x08000000Armor
0x10000000Roof
0x20000000Door
0x40000000StairBack
0x80000000StairRight

If Weapon, Quantity is Weapon Class.
If Armor, Quantity is Armor Class.
If Wearable, Quality is Layer.
If Light Source, Quality is LightID
If Container, Height is "Contains" (Something determining how much the container can hold?)