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Completes the open-format -> universal-text bridge for the last binary geometry format. WHM was the missing one; designers now have OBJ exports for all four (WOM models, WOB buildings, WOC collision, WHM terrain). wowee_editor --export-whm-obj custom_zones/MyZone/MyZone_30_30 Mesh layout: - 9x9 outer vertex grid per chunk (skips the 8x8 inner verts the engine uses for 4-tri fans). That's 81 verts and 128 tris per chunk; full ADT = 20736 verts + 32768 tris. - One OBJ 'g chunk_X_Y' per MapChunk so designers can hide chunks individually in Blender (e.g. to inspect a single problem area). - Hole bits respected — cave-entrance quads correctly disappear. - Coords match WoweeCollisionBuilder's outer-grid layout exactly, so an --export-whm-obj and --export-woc-obj of the same source align spatially when overlaid in Blender. (Verified: first vertex of both is (1066.67, 1066.67, ~98.5) for a tile (30, 30) export.) - UVs are simply row/8, col/8 in [0,1] per chunk so a checker texture renders at the canonical scale for size reference. Verified: scaffolded zone -> WHM/WOT auto-built -> --export-whm-obj produces 256 chunks loaded, 20736 verts, 32768 faces, 256 'g' blocks. Counts exactly match the chunk × outer-grid math. |
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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 | ||