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feat(editor): export WMO textures with the zone
Placed WMO buildings reference textures (walls, floors, decorations) that were not being exported alongside the WOB files. Added collectWMOTextures() which loads the root WMO + all group files and gathers every texture path, then folds these into the same PNG export pass that handles terrain and M2 textures. Exported zones now have every texture they need across all model types.
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3 changed files with 47 additions and 1 deletions
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@ -20,6 +20,11 @@ public:
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static std::vector<std::string> collectM2Textures(pipeline::AssetManager* am,
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const std::string& m2Path);
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// Collect all texture paths referenced by a WMO root file.
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// Includes textures used by every group (loads root + group files via `am`).
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static std::vector<std::string> collectWMOTextures(pipeline::AssetManager* am,
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const std::string& wmoPath);
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// Export all used textures as PNG to an output directory
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// Returns count of successfully exported textures
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static int exportTexturesAsPng(pipeline::AssetManager* am,
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