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WOM format: binary model file with no Blizzard structures. - WOM1 magic header + vertex/index counts + bounding box - Vertices: position(vec3) + normal(vec3) + texCoord(vec2) = 32 bytes - Indices: uint32 triangle list - Texture paths: PNG references (not BLP) WoweeModelLoader: - load(): reads .wom binary back to WoweeModel struct - save(): writes WoweeModel to .wom binary - fromM2(): converts existing M2 models to WOM (static geometry, strips bone/animation data, converts BLP paths to PNG) - exists(): checks for .wom file Format replacement progress — 5 out of 6 done: - DONE: ADT → WOT/WHM (terrain) - DONE: WDT → zone.json (map definition) - DONE: BLP → PNG (textures) - DONE: DBC → JSON (data tables) - DONE: M2 → WOM (static models) - TODO: WMO → open building format |
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| .. | ||
| adt_loader.hpp | ||
| asset_manager.hpp | ||
| asset_manifest.hpp | ||
| blp_loader.hpp | ||
| custom_zone_discovery.hpp | ||
| dbc_layout.hpp | ||
| dbc_loader.hpp | ||
| loose_file_reader.hpp | ||
| m2_loader.hpp | ||
| terrain_mesh.hpp | ||
| wdt_loader.hpp | ||
| wmo_loader.hpp | ||
| wowee_model.hpp | ||
| wowee_terrain_loader.hpp | ||