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Three M2 sub-inspectors covering data fields the proprietary M2 format
carries that the open WOM doesn't yet (or carries differently). Useful
for understanding what gets lost when running --convert-m2 vs what
ships with the open conversion:
wowee_editor --info-attachments Character/Human/HumanMale.m2
M2 attachments: ... (15)
idx id bone pos (x, y, z)
0 0 5 ( 0.00, 0.50, 1.20) # head
1 1 27 ( 0.10, -0.20, 0.30) # right hand
...
wowee_editor --info-particles Spells/Fireball.m2
particles: 8, ribbons: 2
Particles:
idx id bone tex blend type pos (x, y, z)
...
Ribbons:
idx id bone tex mat pos (x, y, z)
...
wowee_editor --info-sequences Creature/Wolf/Wolf.m2
M2 sequences: ... (12)
idx id var duration flags speed blend
0 0 0 1733 32 0.00 150 # Stand
4 4 0 950 0 1.50 150 # Walk
5 5 0 625 0 3.20 150 # Run
...
Three commands share one entry point — they all need the same
M2Loader::load + skin-merge dance, then differ only in which sub-
array they iterate. Reduces duplicate boilerplate. JSON mode
emits per-entry records with index for programmatic consumption.
Why these matter: M2 carries scene-graph metadata (where to mount
weapons, where particles spawn, which animation is which) that
gameplay code reads at runtime. Surfacing it in a CLI lets
designers verify content without spinning up the renderer.
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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 | ||