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WOM is our open M2 replacement, but it's still a custom binary format no DCC tool understands out of the box. OBJ is the universally supported text format that opens directly in Blender, MeshLab, ZBrush, Maya — basically every 3D tool ever made: wowee_editor --export-obj Tree # writes Tree.obj wowee_editor --export-obj Tree out.obj # custom output path This closes the loop for content authors: asset_extract -> WOM (open binary) -> OBJ (universal text) -> edit in Blender -> back to WOM via a future --import-obj. Layout details that matter for downstream tools: - 1-based face indices (OBJ standard) - UV V flipped (1.0 - v) so texturing matches between Vulkan top-left and Blender bottom-left conventions - Per-batch groups when WOM3 batches exist, named with the texture basename so material assignment carries through - Single 'mesh' group for WOM1/WOM2 models - Header comment preserves provenance (source, version, counts) Verified on a synthesized 5-vert pyramid (4 base + apex, 6 tris): output OBJ has 5 v / 5 vt / 5 vn entries, 6 f lines, opens cleanly in MeshLab. Build green, ctest 31/31. |
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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 | ||