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The wowee client can now load custom zones exported from the editor
using the novel WOT/WHM format — no Blizzard files needed.
Loading priority in TerrainManager::prepareTile():
1. Check custom_zones/{mapName}/{mapName}_{x}_{y}.wot/.whm
2. Check output/{mapName}/{mapName}_{x}_{y}.wot/.whm (editor output)
3. Fall back to World\Maps\...\*.adt (standard extracted data)
Pipeline:
- WoweeTerrainLoader in src/pipeline/ (shared between client + editor)
- Loads .whm binary heightmap (WHM1 magic, 256 chunks × 145 floats)
- Loads .wot JSON metadata (textures, layers, holes, water)
- Populates the same ADTTerrain struct the mesh generator uses
- obj0 merge only runs for ADT-loaded tiles (custom zones have no obj0)
To use: export zone from editor → files appear in output/ → client
loads them automatically on next terrain request for that map name.
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|---|---|---|
| .. | ||
| adt_loader.hpp | ||
| asset_manager.hpp | ||
| asset_manifest.hpp | ||
| blp_loader.hpp | ||
| dbc_layout.hpp | ||
| dbc_loader.hpp | ||
| loose_file_reader.hpp | ||
| m2_loader.hpp | ||
| terrain_mesh.hpp | ||
| wdt_loader.hpp | ||
| wmo_loader.hpp | ||
| wowee_terrain_loader.hpp | ||