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Root cause of ADT loading failures: instanced maps (dungeons, raids) have arbitrary internal coord values (e.g. tile 62,0 for a file named _28_27.adt). The terrain mesh generator uses these coords to compute world positions, resulting in chunks placed thousands of units away from the camera → "Failed to upload terrain to GPU". Fix: override terrain_.coord with the tileX/tileY from the filename before mesh generation. This ensures chunks are positioned correctly regardless of what the ADT file's internal header says. |
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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 | ||