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Offsets each vertex along its current normal by heightmap brightness × scale. UVs determine where each vertex samples the heightmap; sampling uses bilinear filtering with UV-wrap so repeating UVs tile correctly. Pairs naturally with --gen-mesh-grid: gen a flat grid, then --displace-mesh with a noise PNG to create procedural terrain. Or use it on a sphere to make a bumpy planet, on a cylinder for tree- bark deformation, etc. Output reports the actual delta range produced so the user can gauge the scale. A hint suggests running --smooth-mesh-normals afterward since the post-displacement shading would otherwise follow the original (now-stale) flat normals. Verified pipeline: --gen-mesh-grid (32×32, 1089 verts) → --gen- texture-noise → --displace-mesh (scale 2) → bounds X/Y stay ±5 while Z spans 0..1.93. |
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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 | ||