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:

Dim header As Integer ' Unknown

List Land Entries(32):
   Dim flags As Integer ' See below
   Dim TextureID As Short ' If 0, the land tile doesn't have a texture
   Dim name(20) As Char

Static Block:

Dim header As Integer ' Unknown

List Static Entries(32):
   Dim flags As Integer ' See below
   Dim weight As Byte ' 255 if not moveable
   Dim quality As Byte ' See below
   Dim unknown1 As Short
   Dim unknown2 As Byte
   Dim quantity As Byte ' See below
   Dim animation As Short ' The BodyID of the item's animation
   Dim unknown3 As Byte
   Dim hue As Byte ' Unknown use, perhaps colored lighting?
   Dim unknown4 As Byte
   Dim unknown5 As Byte ' Known in some circles as "Value"
   Dim height As Byte
   Dim name(20) As Char

Flags
&H00000001Background
&H00000002Weapon
&H00000004Transparent
&H00000008Translucent
&H00000010Wall
&H00000020Damaging
&H00000040Impassable
&H00000080Wet
&H00000100Unknown1
&H00000200Surface
&H00000400Bridge
&H00000800Generic
&H00001000Window
&H00002000NoShoot
&H00004000ArticleA
&H00008000ArticleAn
&H00010000Internal
&H00020000Foliage
&H00040000PartialHue
&H00080000Unknown2
&H00100000Map
&H00200000Container
&H00400000Wearable
&H00800000LightSource
&H01000000Animation
&H02000000NoDiagonal
&H04000000Unknown3
&H08000000Armor
&H10000000Roof
&H20000000Door
&H40000000StairBack
&H80000000StairRight

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?)