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Two more sub-inspectors filling gaps in the format-coverage matrix:
wowee_editor --info-bones HumanMale.m2
M2 bones: HumanMale.m2 (54)
idx parent depth keyBone flags pivot (x, y, z)
0 -1 0 0 512 ( 0.00, 0.00, 0.95)
1 0 1 1 512 ( 0.00, 0.00, 1.05)
2 1 2 -1 512 ( 0.00, 0.05, 1.18)
...
The depth column is computed by walking parents (cycle-guarded by
boneCount cap) so the tree shape is visible at a glance. Useful
when debugging skeleton structure ('why is this finger bone not
following its hand?').
wowee_editor --list-zone-textures custom_zones/MyZone
Zone textures: custom_zones/MyZone
WOMs scanned : 47
unique textures : 23
refs path
8 Character/Human/Male/HumanMaleSkin00_00.blp
6 Character/Generic/Hair01.blp
3 Tileset/Generic/Stone.blp
...
Pairs with --list-zone-deps (which lists model paths) — this lists
the textures those models pull in. Each WOM contributes at most
one count per unique texture (so a model with the same texture in
3 batches doesn't inflate the ref count). Useful for verifying
every BLP/PNG ships with the zone before --pack-wcp.
Verified on a real WoW M2 (nexusraid_skya.m2): 44 bones reported
with parent indices, depths, and pivot offsets in the expected
ranges.
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|---|---|---|
| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||