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The editor's M2 placement path tries WOM (custom_zones/models/, output/ models/) before falling back to game M2 files. WMO placement just went straight to game files. Now mirrors the M2 path: probes custom_zones/buildings/ + output/buildings/ for a .wob, converts via toWMOModel, falls back to MPQ-extracted WMO only on miss. Lets exported zones render their custom buildings without needing the original WMO. |
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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 | ||