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Renders a top-down PNG showing creature + object spawn positions
colored by type. Bound by the zone's tile range so the image is
properly framed at zone scale:
wowee_editor --export-zone-spawn-png custom_zones/MyZone
# -> custom_zones/MyZone/MyZone_spawns.png
Layout:
- Tile-grid lines at tile boundaries (subtle grey on dark grey)
- Red 3×3 dots: creature spawns
- Green 3×3 dots: M2 object placements
- Blue 3×3 dots: WMO object placements
- 256 px per tile (so a 4-tile zone is 512×512); cap at 4096
largest dim for huge multi-tile projects
WoW coord -> image transform: +X world is north (up in image),
+Y world is west (left in image). Same convention --info-tilemap
uses, so the spawn map and the tilemap line up visually.
Useful for design review ('does the spawn distribution match the
encounter design?'), screenshot bait for blog posts, and instant
visual validation of new content before opening the GUI.
Verified on a 1-tile mvp-zone with 3 creatures + 1 object plotted:
256×256 RGB PNG, dots placed at expected positions, --info-png
confirms the output is well-formed (8-bit RGB, 2184 bytes).
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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 | ||