Final piece of the open-format emit pipeline:
--emit-terrain foo.adt → foo.whm + foo.wot + foo.woc
With this, --emit-open now produces a fully open-format zone
alongside every Blizzard MPQ extraction:
BLP → PNG (textures)
DBC → JSON (data tables)
M2 → WOM (models, with skin merge)
WMO → WOB (buildings, with group merge)
ADT → WHM/WOT (terrain heights + metadata)
→ WOC (collision mesh derived from heights)
Originals stay on disk and indexed by manifest.json so private
servers continue to load proprietary formats; wowee runtime/editor
read the open formats directly. One extraction now feeds both
audiences with no separate conversion pass.
Implementation:
- Inline WHM+WOT writer in open_format_emitter.cpp (mirrors the
editor's WoweeTerrain::exportOpen but without the PNG-preview /
normal-map deps so the extractor stays editor-independent).
- Tile coords (x,y) parsed from <map>_<x>_<y>.adt filename.
- Collision mesh derived via WoweeCollisionBuilder::fromTerrain
(terrain triangles only — WMO collision overlays would need
asset manager and aren't worth the extractor complexity).
Extends asset_extract with two more open-format emitters:
--emit-wom foo.m2 (+ foo00.skin) → foo.wom
--emit-wob foo.wmo (+ foo_NNN.wmo groups) → foo.wob
--emit-open now also turns these on
Originals are preserved so private servers still load .m2/.wmo
through the manifest path; the wowee runtime/editor pick up the
.wom/.wob next to them via the existing open-format search rules.
Implementation:
- New WoweeModelLoader::fromM2Bytes(m2Data, skinData) shares the
conversion body with fromM2(path, am) via a static helper
(convertM2ToWom). Lets the extractor convert without standing
up an AssetManager.
- fromM2(path, am) moved to a separate translation unit
(wowee_model_fromm2.cpp) so asset_extract doesn't have to
link the AssetManager dependency.
- WoweeBuildingLoader::fromWMO already takes a WMOModel directly,
so emitWobFromWmo just needs to read root + group files and
call save().
- Group sub-files (<base>_NNN.wmo) are skipped during the walk
since they're merged into the root WMO.
The asset_extract tool now optionally writes wowee open-format
copies next to each extracted proprietary file:
--emit-png foo.blp → foo.png
--emit-json-dbc foo.dbc → foo.json
--emit-open shortcut for both
Originals are left untouched, so private servers (AzerothCore,
TrinityCore) that load from the manifest's .blp/.dbc paths
continue to work unchanged. The wowee runtime / editor can now
consume the open formats directly without an extra conversion pass.
Implementation:
- New tools/asset_extract/open_format_emitter.{hpp,cpp} encapsulates
the post-extract walk + per-file conversion.
- BLP→PNG uses BLPLoader::load + stbi_write_png with the same
dimension/buffer-size sanity guards the editor's texture exporter
applies.
- DBC→JSON mirrors the editor's DBCExporter::exportAsJson schema
(string/float/uint heuristic) so the runtime DBC overlay loader
can consume the output drop-in.
- VkTexture::isValid() now checks both image AND sampler handles. Previously
it only checked the image, so a texture with a valid image but NULL sampler
would pass validation and get bound to a descriptor set. On MoltenVK (macOS)
this renders as pink/magenta boxes; the fallback white texture is now
correctly used instead.
- Fix fs::path to std::string implicit conversion in asset extractor that
broke the Windows (MSYS2/clang) CI build.
- mpq and locale finding is now case insensitive
- improve extraction order and support more patches
- unified much of the mpq logic for all expansions
- return a list of ordered paths for loading
Drop PROT_EXEC from warden module mmap when using Unicorn emulation
(not needed — module image is copied into emulator address space). Use
MAP_JIT on macOS for the native fallback path.
Add --listfile option to asset_extract and SFileAddListFileEntries
support for resolving unnamed MPQ hash table entries from external
listfiles.
The string-column auto-detector in both tools had two gaps that caused small
integer fields (RaceID=1, SexID=0/1, BaseSection, ColorIndex) to be falsely
classified as string columns, corrupting the generated CSVs:
1. No boundary check: a value of N was accepted as a valid string offset even
when N landed inside a longer string (e.g. offset 3 inside "Character\...").
Fix: precompute valid string-start boundaries (offset 0 plus every position
immediately after a null byte); reject offsets that are not boundaries.
2. No diversity check: a column whose only non-zero value is 1 would pass the
boundary test because offset 1 is always a valid boundary (it follows the
mandatory null at offset 0). Fix: require at least 2 distinct non-empty
string values before marking a column as a string column. Columns like
SexID (all values are 0 or 1, resolving to "" and the same path fragment)
are integer fields, not string fields.
Both dbc_to_csv and asset_extract now produce correct column metadata,
e.g. CharSections.dbc yields "strings=6,7,8" instead of "strings=0,1,...,9".
- Add build.ps1/bat, rebuild.ps1/bat, debug_texture.ps1/bat (Windows equivalents
of existing bash scripts, using directory junctions for Data link)
- Fix asset extractor: StormLib is not thread-safe even with separate handles per
thread. Serialize all MPQ reads behind a mutex while keeping CRC computation and
disk writes parallel. Previously caused 99.8% extraction failures with >1 thread.
- Add SFileHasFile() check during enumeration to skip listfile-only entries
- Add diagnostic logging for extraction failures (first 5 per thread + summary)
- Use std::filesystem::temp_directory_path() instead of hardcoded /tmp/ in
character_renderer.cpp debug dumps
- Update debug_texture.sh to use $TMPDIR fallback and glob for actual dump filenames
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
Extracts each expansion's assets as a CRC-compared overlay against a
base manifest, storing only files that differ. Auto-detects overlay mode
when a base manifest already exists. Adds --as-overlay, --full-base
flags and manifest merge for partial extractions.
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.