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All Features

TheKillerey edited this page Mar 24, 2026 · 1 revision

All Features

This page documents the full feature set of Rey's Mapgeo Blender Addon, how each area works, and where to use it.

1. Core Mapgeo Pipeline

What it does

  • Imports map geometry into Blender.
  • Preserves map-specific metadata on meshes.
  • Exports modified scene back to mapgeo format.

How it works

  • 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.

Example

  1. Import a mapgeo file.
  2. Move and edit a few meshes.
  3. Export mapgeo.
  4. Validate in game.

2. Project Manager Workflow

What it does

  • Centralizes project path setup, map loading, and export actions.
  • Handles variant-based map workflows.
  • Supports faster iteration for modding workflow.

How it works

  • Reads project folder structure and map variant files.
  • Loads linked map assets and supporting data.
  • Exports updates back into project files.

Example

  1. Set project folder and League install path.
  2. Select a map variant and load.
  3. Edit scene.
  4. Run integrity check.
  5. Export to project.

3. Custom Bucket Grid System

What it does

  • Creates custom bucket grids from scene meshes.
  • Supports grouped grid generation by hash type.
  • Exports bucket data with metadata for runtime usage.

How it works

  • 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.

Key controls

  • Create Custom Bucket Grid
  • Clean All Bucket Grids
  • Toggle Bucket Grid Selectable
  • Import Bucket Grid from mapgeo

Example

  1. Build or import map geometry.
  2. Run Create Custom Bucket Grid with your preferred settings.
  3. Inspect generated bucket collections.
  4. Export and test.

4. Material Import, Editing, and Export

What it does

  • Imports materials with samplers, parameters, switches, macros, and techniques.
  • Provides UI editing and shader previews.
  • Exports back to League-compatible format.

How it works

  • Materials parser reads binary structures.
  • Blender-side editor stores material metadata.
  • Export path serializes material edits back to file format.

Example

  1. Import map with materials.
  2. Open Material Editor panel.
  3. Change texture sampler and shader parameters.
  4. Export materials or full project output.

5. Texture Resolution and Preview System

What it does

  • Resolves texture paths from project and assets roots.
  • Loads and applies textures to Blender nodes.
  • Supports texture previews in material editor.

How it works

  • Path resolver checks custom and base assets.
  • Converter handles supported texture formats.
  • Material graph updates image nodes automatically.

Example

  1. Set assets paths.
  2. Load materials.
  3. Verify texture previews in sampler UI.

6. VFX and Map Particles

What it does

  • Imports map particles and VFX definitions.
  • Tracks transform edits.
  • Exports updated placements and definitions.

How it works

  • VFX definitions are stored on Blender objects/collections.
  • Dirty tracking identifies changed items.
  • Export writes updated data to target format.

Example

  1. Import map with particles.
  2. Move particle placeholders.
  3. Edit selected VFX definition values.
  4. Export and verify in game.

7. Map Objects (GdsMapObject)

What it does

  • Imports map object placements from materials-linked structures.
  • Supports round-trip transform updates.

How it works

  • Objects are represented as Blender empties with stable keys.
  • Export matches by stable identity and writes updates.

Example

  1. Import map objects.
  2. Move selected objects.
  3. Export project data.

8. PREY Split Format Workflow

What it does

  • Converts binary materials into readable split files.
  • Supports lossless round-trip rebuild to binary.

How it works

  • Data split into categorized prey files.
  • Save All writes only modified categories.
  • Rebuild combines prey files into final materials binary.

Example

  1. Convert materials to prey.
  2. Edit map settings and VFX files.
  3. Save All to prey.
  4. Rebuild materials binary.

9. Project Integrity Checker

What it does

  • Validates cross-file consistency.
  • Detects missing textures, unresolved links, and hash mismatches.

How it works

  • Runs multiple validators and stores result list.
  • Provides severity, source context, and file reveal support.

Example

  1. Run Check Project.
  2. Filter by Errors.
  3. Fix invalid texture paths and missing links.
  4. Re-run until clean.

10. WAD Tool

What it does

  • Reads, extracts, and repacks WAD archives.
  • Resolves hashed paths with dictionaries.

How it works

  • Parses WAD index and entries.
  • Decompresses supported compression formats.
  • Rebuilds archive with modified files.

Example

  1. Open WAD in WAD Tool panel.
  2. Extract needed files.
  3. Modify assets.
  4. Repack.

11. Map Porter and Map Patcher

What it does

  • Ports map assets between variants.
  • Patches map settings fields for compatibility and behavior changes.

How it works

  • Compares source and target data structures.
  • Applies selected replacement fields.

Example

  1. Select source and target map variants.
  2. Run porter operation.
  3. Apply patcher rules.
  4. Validate with integrity checker.

12. Character Bin Updater

What it does

  • Updates character bins using CommunityDragon patch diffs.
  • Supports batch updates and backups.

How it works

  • Downloads old/new data snapshots.
  • Calculates entry-level diff.
  • Applies updates only when needed.

Example

  1. Scan project for character bins.
  2. Choose source patch and target patch.
  3. Run update.
  4. Review status and backups.

13. Lightgrid Tools

What it does

  • Creates, bakes, imports, exports, clears, and visualizes lightgrid data.

How it works

  • Scene properties store lightgrid model.
  • Bake step samples scene lighting.
  • Export writes binary lightgrid file.

Example

  1. Create Lightgrid.
  2. Mark occluder and ignore meshes.
  3. Bake Lightgrid.
  4. Export lightgrid file.

14. Lightmap Workflow

What it does

  • Prepares meshes for lightmaps.
  • Creates UV channels and baking setup.
  • Exports baked maps.

How it works

  • Utility operators configure UV/material requirements.
  • Bake operator performs rendering pass.
  • Export writes baked assets.

Example

  1. Prepare lightmap setup for selected meshes.
  2. Create lightmap UVs.
  3. Bake lightmaps.
  4. Export textures.

15. Additional Importers and Editors

Included tools

  • Troybin editor
  • PropertyBin editor
  • CFGBin editor
  • SCO/SCB importer/exporter
  • SKN/SKL importer
  • External mesh import

Example

  1. Use League Tools panel.
  2. Open specific editor/importer.
  3. Import file.
  4. Edit in UI.
  5. Export.

16. Debug and Diagnostics

What it does

  • Converts mapgeo to JSON for diff/debug.
  • Adds scene-level debug visibility and helpers.

Example

  1. Export original mapgeo to JSON.
  2. Export modified mapgeo to JSON.
  3. Compare bucket grids, hashes, and counts.

17. Recommended End-to-End Workflow

  1. Load project through Project Manager.
  2. Import map and linked assets.
  3. Edit meshes, materials, particles, and objects.
  4. Rebuild custom bucket grids when geometry changes.
  5. Run integrity check.
  6. Export project files.
  7. Validate in game.
  8. Use JSON debug if behavior differs from expected.

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