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All Features
TheKillerey edited this page Mar 24, 2026
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1 revision
This page documents the full feature set of Rey's Mapgeo Blender Addon, how each area works, and where to use it.
- Imports map geometry into Blender.
- Preserves map-specific metadata on meshes.
- Exports modified scene back to mapgeo format.
- Binary mapgeo data is parsed into structured data.
- Scene objects are rebuilt with mesh, materials, and custom metadata.
- Export collects scene state, rebuilds buffers, and writes mapgeo.
- Import a mapgeo file.
- Move and edit a few meshes.
- Export mapgeo.
- Validate in game.
- Centralizes project path setup, map loading, and export actions.
- Handles variant-based map workflows.
- Supports faster iteration for modding workflow.
- Reads project folder structure and map variant files.
- Loads linked map assets and supporting data.
- Exports updates back into project files.
- Set project folder and League install path.
- Select a map variant and load.
- Edit scene.
- Run integrity check.
- Export to project.
- Creates custom bucket grids from scene meshes.
- Supports grouped grid generation by hash type.
- Exports bucket data with metadata for runtime usage.
- Mesh triangles are partitioned into buckets.
- Per-bucket geometry ownership and face visibility data are generated.
- Collection/object metadata stores all required bucket grid details.
- Create Custom Bucket Grid
- Clean All Bucket Grids
- Toggle Bucket Grid Selectable
- Import Bucket Grid from mapgeo
- Build or import map geometry.
- Run Create Custom Bucket Grid with your preferred settings.
- Inspect generated bucket collections.
- Export and test.
- Imports materials with samplers, parameters, switches, macros, and techniques.
- Provides UI editing and shader previews.
- Exports back to League-compatible format.
- Materials parser reads binary structures.
- Blender-side editor stores material metadata.
- Export path serializes material edits back to file format.
- Import map with materials.
- Open Material Editor panel.
- Change texture sampler and shader parameters.
- Export materials or full project output.
- Resolves texture paths from project and assets roots.
- Loads and applies textures to Blender nodes.
- Supports texture previews in material editor.
- Path resolver checks custom and base assets.
- Converter handles supported texture formats.
- Material graph updates image nodes automatically.
- Set assets paths.
- Load materials.
- Verify texture previews in sampler UI.
- Imports map particles and VFX definitions.
- Tracks transform edits.
- Exports updated placements and definitions.
- VFX definitions are stored on Blender objects/collections.
- Dirty tracking identifies changed items.
- Export writes updated data to target format.
- Import map with particles.
- Move particle placeholders.
- Edit selected VFX definition values.
- Export and verify in game.
- Imports map object placements from materials-linked structures.
- Supports round-trip transform updates.
- Objects are represented as Blender empties with stable keys.
- Export matches by stable identity and writes updates.
- Import map objects.
- Move selected objects.
- Export project data.
- Converts binary materials into readable split files.
- Supports lossless round-trip rebuild to binary.
- Data split into categorized prey files.
- Save All writes only modified categories.
- Rebuild combines prey files into final materials binary.
- Convert materials to prey.
- Edit map settings and VFX files.
- Save All to prey.
- Rebuild materials binary.
- Validates cross-file consistency.
- Detects missing textures, unresolved links, and hash mismatches.
- Runs multiple validators and stores result list.
- Provides severity, source context, and file reveal support.
- Run Check Project.
- Filter by Errors.
- Fix invalid texture paths and missing links.
- Re-run until clean.
- Reads, extracts, and repacks WAD archives.
- Resolves hashed paths with dictionaries.
- Parses WAD index and entries.
- Decompresses supported compression formats.
- Rebuilds archive with modified files.
- Open WAD in WAD Tool panel.
- Extract needed files.
- Modify assets.
- Repack.
- Ports map assets between variants.
- Patches map settings fields for compatibility and behavior changes.
- Compares source and target data structures.
- Applies selected replacement fields.
- Select source and target map variants.
- Run porter operation.
- Apply patcher rules.
- Validate with integrity checker.
- Updates character bins using CommunityDragon patch diffs.
- Supports batch updates and backups.
- Downloads old/new data snapshots.
- Calculates entry-level diff.
- Applies updates only when needed.
- Scan project for character bins.
- Choose source patch and target patch.
- Run update.
- Review status and backups.
- Creates, bakes, imports, exports, clears, and visualizes lightgrid data.
- Scene properties store lightgrid model.
- Bake step samples scene lighting.
- Export writes binary lightgrid file.
- Create Lightgrid.
- Mark occluder and ignore meshes.
- Bake Lightgrid.
- Export lightgrid file.
- Prepares meshes for lightmaps.
- Creates UV channels and baking setup.
- Exports baked maps.
- Utility operators configure UV/material requirements.
- Bake operator performs rendering pass.
- Export writes baked assets.
- Prepare lightmap setup for selected meshes.
- Create lightmap UVs.
- Bake lightmaps.
- Export textures.
- Troybin editor
- PropertyBin editor
- CFGBin editor
- SCO/SCB importer/exporter
- SKN/SKL importer
- External mesh import
- Use League Tools panel.
- Open specific editor/importer.
- Import file.
- Edit in UI.
- Export.
- Converts mapgeo to JSON for diff/debug.
- Adds scene-level debug visibility and helpers.
- Export original mapgeo to JSON.
- Export modified mapgeo to JSON.
- Compare bucket grids, hashes, and counts.
- Load project through Project Manager.
- Import map and linked assets.
- Edit meshes, materials, particles, and objects.
- Rebuild custom bucket grids when geometry changes.
- Run integrity check.
- Export project files.
- Validate in game.
- Use JSON debug if behavior differs from expected.