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Pairs --gen-mesh and --gen-texture into a single call, then patches the resulting WOM so its texturePaths[0] points at the freshly- written PNG sidecar. Output is a textured model that renders out of the box — no need to chain three commands by hand and remember the relative-path conventions. Layout: <wom-base>.wom — mesh with texturePaths[0] = "<base>.png" <wom-base>.png — 256x256 texture (color or pattern spec) The PNG path stored in the WOM is just the leaf — the runtime resolves textures relative to the model file's own directory, so the bound model is portable as long as the .wom and .png ship together. Verified end-to-end: textured cube emits both files, --info-batches shows "check.png" in the texture column for batch 0 (proving the binding is permanent in the saved WOM, not just in memory). Brings command count to 202. |
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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 | ||