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Symmetric to --clone-creature and --clone-quest. Common workflow:
place one tree just right (rotation, scale dialed in), then clone N
copies along a path:
for x in 100 110 120 130 140; do
wowee_editor --clone-object $Z 0 $x 0 0
done
Defaults match --clone-creature: 5-yard X offset prevents z-fighting.
Rotation and scale carry over verbatim (so a tilted barrel stays
tilted). uniqueId is reset so the new placement doesn't collide with
the source's identifier in any downstream system that dedups by it.
CRUD-clone surface is now complete:
--clone-quest <zone> <questIdx> [newTitle]
--clone-creature <zone> <idx> [newName] [dx dy dz]
--clone-object <zone> <idx> [dx dy dz]
Verified: scaffolded zone, added a tree at (100, 200, 50, scale=1.5).
Cloned twice (default offset, custom offset). Result: 3 trees with
correctly-shifted positions and preserved scale=1.50.
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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 | ||