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--info shows aggregate batch count; this drills into each one:
wowee_editor --info-batches HumanMale
WOM batches: HumanMale.wom (v3, 2 batches)
idx iStart iCount tris blend flags texture
0 0 3 1 opaque - Body.blp
1 3 3 1 alpha two-sided no-zwrite Hair.blp
Useful for debugging:
- 'why is this submesh transparent?' -> check blendMode column
- 'why is the back face missing?' -> check flags for two-sided
- 'why is depth wrong?' -> check no-zwrite flag
- 'which batch has the bad UV?' -> indexStart/indexCount range
- 'why does this material show wrong texture?' -> textureIndex + path
Decodes:
- Blend modes: 0=opaque, 1=alpha-test, 2=alpha, 3=add
- Flags: 0x01=unlit, 0x02=two-sided, 0x04=no-zwrite
Falls back to a 'no batches (WOM1/WOM2 single-material model)' note
when called on an older-version model that doesn't have a batch
table.
Verified on a synthesized 2-batch model (opaque body + alpha hair
with two-sided + no-zwrite flags): all fields decoded correctly,
table aligns, JSON output enumerable.
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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 | ||