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WOM3 is a strict superset of WOM1/WOM2: adds a batches[] array that
lets a single mesh carry multiple materials. Older content saved as
WOM1 (static) or WOM2 (animated) is missing this metadata, so
batch-aware tooling (--info-batches, --export-glb per-primitive
splits, future material-aware renderers) treats it as one implicit
batch. This makes that explicit:
wowee_editor --migrate-wom Tree # in-place upgrade
wowee_editor --migrate-wom Tree out/Tree # write to a different base
What it does:
- Loads the old WOM, adds a single Batch covering the entire index
range with textureIndex=0 and blend=opaque (matches the implicit
treatment).
- Saves — WoweeModelLoader::save picks WOM3 magic automatically once
batches.size() > 0, so the version field re-derives correctly.
Idempotent: running on an already-migrated v3 file is a no-op
('already had batches; no schema change') so it's safe to run
in for-each-zone batch passes.
Verified: built a v1 single-tri model, migrated to v3, --info reports
'version : 3 (multi-batch)', --info-batches shows '1 batches' with
the expected default fields. Re-running --migrate-wom on the v3 file
correctly says 'already had batches; no schema change'.
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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 | ||