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NPC creature renderer now checks for WOM open format models in custom_zones/models/ and output/models/ before falling back to M2 game data files. This completes the WOM integration — both placed objects (via terrain_manager) and NPC creatures (via editor viewport) can render from the novel open format. WOM→M2Model conversion includes bone weights, textures, render batch, and material setup — same pipeline as the client-side WOM loader. Loading priority: WOM (open format) → M2 + skin (game data) |
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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 | ||