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OBJ companion to --bake-zone-glb / --bake-zone-stl. Same multi-tile
WHM aggregation, this time as Wavefront OBJ — opens directly in
Blender / MeshLab / 3DS Max for hand-editing the terrain mesh:
wowee_editor --bake-zone-obj custom_zones/MyZone
# -> custom_zones/MyZone/MyZone.obj
Baked custom_zones/MyZone -> custom_zones/MyZone/MyZone.obj
2 tile(s), 41472 verts, 65536 tris
Each tile becomes its own 'g tile_TX_TY' block so designers can hide
tiles independently in Blender. Single global vertex pool with
per-tile vertex base indices for face emission (OBJ requires verts
before faces, so we collect per-tile face indices in memory then
emit them after all verts are streamed to disk).
Hole bits respected (cave-entrance quads dropped). Coords match
WoweeCollisionBuilder's outer-grid layout exactly so .obj/.glb/.stl
of the same source align spatially when overlaid.
Why three formats for full-zone export: glTF for on-screen 3D
viewers, STL for fabrication, OBJ for DCC editing. Three different
ecosystems, three different format sweet spots.
Verified: 2-tile zone (Z + added tile) baked correctly. 41472 verts
(2 × 20736), 65536 tris (2 × 32768), 2 'g' blocks (tile_30_30 +
tile_31_30) — matches what --bake-zone-glb reports for the same
input.
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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 | ||