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WOM (the open M2 replacement) already round-trips through OBJ; this extends the universal-format bridge to WOB (the open WMO replacement) so buildings can also be edited in Blender / MeshLab / Maya / etc. wowee_editor --export-wob-obj House # writes House.obj wowee_editor --export-wob-obj House out.obj # custom path Mapping decisions: - Each WOB group becomes one OBJ 'g' block (named after the group; outdoor groups get an '_outdoor' suffix). Preserves the room/floor structure for downstream selection and per-area editing. - Single global vertex pool with per-group offsets (OBJ requires v indices to be globally 1-based; we track a running vertOffset). - UV V flipped (1.0 - v) so texturing matches Blender bottom-left convention, same as --export-obj for WOM. - Doodad placements written as # comment lines at the end. OBJ has no native concept for instanced models, but emitting them as structured comments keeps the placement data recoverable for tools that want to re-instance them. - Portals and material flags drop on the floor — OBJ has no semantics for either. The native WOB always remains canonical. Verified on a synthesized 2-group house (4-vert floor + 3-vert wall, 1 doodad): output OBJ has 7 verts / 7 vt / 7 vn entries, 2 'g' blocks with proper index offsetting, doodad comment line preserved. |
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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 | ||