Commit graph

3 commits

Author SHA1 Message Date
Kelsi
f1d332825e 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.
2026-05-06 01:40:05 -07:00
Kelsi
4b3375ac44 feat(editor): export NPC/M2 model textures as PNG with the zone
TextureExporter::collectUsedTextures only picked up terrain textures, so
exported zones were missing every texture referenced by NPC creature models
and placed M2 doodads. Added collectM2Textures() and unified the export
collection to include terrain + all referenced M2 paths, so the rendered
zone is fully self-contained in the PNG/WOM open formats.
2026-05-06 01:11:47 -07:00
Kelsi
cb3de59b5c feat(editor): BLP→PNG texture export for open format zones
- TextureExporter: converts Blizzard BLP textures to standard PNG
  for fully open redistribution of custom zones
- collectUsedTextures(): finds all texture paths referenced by terrain
- exportTexturesAsPng(): loads BLP via asset manager, writes RGBA PNG
  using stb_image_write to output/MapName/textures/
- Zone export now automatically converts all used textures to PNG
- Client's PNG override system already loads these automatically
  (checks for .png alongside .blp before loading)

Format replacement progress:
- DONE: ADT→WOT/WHM (terrain)
- DONE: WDT→zone.json (map definition)
- DONE: BLP→PNG (textures — auto-exported on zone save)
- TODO: DBC→JSON, M2→open model, WMO→open building
2026-05-05 10:17:03 -07:00