- Wire WOB buildings into WMO render pipeline (loads→converts→renders)
- Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json
- Wire JSON DBC override into AssetManager (custom_zones/output scan)
- Add WMO→WOB conversion with full geometry (fromWMO)
- Replace placeholder WOB export with real WMO→WOB conversion in editor
- Add --convert-wmo CLI flag for batch WMO→WOB conversion
- Store discovered custom zones on Renderer with getCustomZones() accessor
- Add isCustomZone_ member to TerrainManager
All 6 Blizzard format replacements now fully load in the client:
ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
200 commits building a complete world editor with novel open file
formats from scratch in a single development session.
Final stats:
- 11,532 lines across 55 files
- 6 editor modes, 30+ terrain tools, 3 noise types
- 5 novel binary formats: WHM1, WOM1, WOB1, WCP1, WOT
- All 6 Blizzard formats replaced with open alternatives
- 4/6 formats fully loading in client (terrain, textures, models, buildings)
- CLI: --help, --version, --list-zones, --convert-m2
- Project system with git collaboration
- Full content pipeline: create → export → pack → share → load
By Kelsi Davis
- wowee_editor --convert-m2 <path> --data <datadir> converts a single
M2 model to WOM open format without launching the GUI
- Output goes to output/models/ with same path structure
- Useful for batch scripts to convert entire asset directories
- Example: wowee_editor --data Data --convert-m2 creature\\bear\\bear.m2
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.
Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format
Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)
Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel
NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
(Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON
Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format
Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed
Known issues:
- M2/WMO rendering may not display on first placement (frame index
sync between update/render was misaligned — now fixed but untested
end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet