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WOC is the open collision format used for movement queries. When the player gets stuck or walks somewhere they shouldn't, you need to SEE the mesh — eyeballing flag bits in --info-woc only goes so far. wowee_editor --export-woc-obj custom_zones/Z/Z_30_30.woc Each flag class gets its own OBJ 'g' block so designers can hide categories independently in Blender to debug: - walkable / steep / water / indoor / nonwalkable - and combinations like 'walkable_water' for shallow swimable areas Implementation notes: - Triangle-soup topology preserved (no vertex dedupe). Adjacent triangles often have different flags; deduping would merge categories and lose the boundary. - Bucket by exact flag value (uint8) so combination flags become their own group rather than counting twice. - Index math: triangle t vertex k -> OBJ index (t*3 + k + 1). - Header comment preserves source path, triangle counts, walkable/ steep counts, and tile (x, y) for provenance. Verified on a freshly-scaffolded zone's auto-built WOC (32768 triangles, all walkable on flat terrain): export reports '1 flag class(es)', single 'g walkable' block in the OBJ, last face index correctly = 32768*3 = 98304. |
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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 | ||