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Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
38 lines
1.7 KiB
C++
38 lines
1.7 KiB
C++
#pragma once
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#include "pipeline/adt_loader.hpp"
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace editor {
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class ADTWriter {
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public:
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static bool write(const pipeline::ADTTerrain& terrain, const std::string& path);
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static std::vector<uint8_t> serialize(const pipeline::ADTTerrain& terrain);
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// Write a minimal WDT file for a single-tile map
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static bool writeWDT(const std::string& mapName, int tileX, int tileY, const std::string& path);
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private:
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static void writeChunkHeader(std::vector<uint8_t>& buf, uint32_t magic, uint32_t size);
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static void writeU32(std::vector<uint8_t>& buf, uint32_t val);
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static void writeU16(std::vector<uint8_t>& buf, uint16_t val);
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static void writeFloat(std::vector<uint8_t>& buf, float val);
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static void writeBytes(std::vector<uint8_t>& buf, const void* data, size_t size);
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static void patchSize(std::vector<uint8_t>& buf, size_t headerOffset);
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static void writeMVER(std::vector<uint8_t>& buf);
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static void writeMHDR(std::vector<uint8_t>& buf, size_t& mhdrOffset);
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static void writeMTEX(std::vector<uint8_t>& buf, const pipeline::ADTTerrain& terrain);
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static void writeMMDX(std::vector<uint8_t>& buf, const pipeline::ADTTerrain& terrain);
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static void writeMWMO(std::vector<uint8_t>& buf, const pipeline::ADTTerrain& terrain);
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static void writeMDDF(std::vector<uint8_t>& buf, const pipeline::ADTTerrain& terrain);
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static void writeMODF(std::vector<uint8_t>& buf, const pipeline::ADTTerrain& terrain);
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static void writeMCNK(std::vector<uint8_t>& buf, const pipeline::MapChunk& chunk, int chunkX, int chunkY);
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};
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} // namespace editor
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} // namespace wowee
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