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Project Manager

TheKillerey edited this page Apr 13, 2026 · 1 revision

Project Manager

The Project Manager is the central hub for loading, editing, and exporting League map data. It handles project paths, map variant detection, WAD cache management, and the prey split-format workflow.

Location: League Tools tab → Project Manager


Setup

Paths

Setting Description
Project Path Root of your modding project (contains data/ and levels/ folders)
League Path League of Legends install directory (e.g. C:\Riot Games\League of Legends)
Assets Folder Riot's extracted ASSETS/ — used for texture resolution
Custom Assets Folder Your custom textures/assets — searched first when enabled
Levels Folder Riot's extracted LEVELS/ — map-level texture fallback

Detect League Install

Click Detect League Install to auto-locate the game directory. The addon searches common install paths and registry entries.


Scanning & Loading

Scan Project

Click Scan Project to:

  1. Inventory all .mapgeo, .materials.bin, .bin, and texture files.
  2. Detect map variants (e.g. Sodapop_SRS, Milkshake_SRS, SR_Seasonal_Map).
  3. Count assets per category.
  4. Validate basic file structure.

The asset summary shows counts for each file type found.

Load Map

Select a detected variant from the dropdown and click Load Map:

  1. Imports the .mapgeo geometry.
  2. Loads materials from .materials.bin (creates Blender materials with shader nodes).
  3. Imports MapParticle placements as empties.
  4. Imports GdsMapObject items as empties.
  5. Sets up visibility layers and bucket grids.

Reload Map

Re-imports the current map. Useful after external file changes.


WAD Cache

When working with Riot's base WAD archives, the addon caches extracted files locally:

%APPDATA%\Blender Foundation\Blender\<version>\mapgeo_addon\wad_cache\<MapId>\

Operations

Button Action
Extract Riot WAD Extract map WAD to cache (requires hash files)
Clean WAD Cache Delete cached extraction for current map

The WAD cache uses a .extraction_done marker file to avoid re-extracting. Delete the marker or click Clean WAD Cache to force re-extraction.


Export

Export to Project

Button What it writes
Export Mapgeo Scene geometry → .mapgeo
Export Materials Material data → .materials.bin
Export All Both mapgeo and materials

Export targets the project path set during setup.

Export Options

  • Merge mode: When exporting materials, merge with existing file to preserve non-material entries (VFX, particles, visibility controllers, etc.).
  • Version selection: Choose mapgeo format version (v13–v18) in Export Settings panel.

Prey Workflow

The Project Manager supports the prey split-format directly:

Button Action
Convert to .prey Split .materials.bin into 10 categorised .prey.* JSON files
Rebuild .bin from .prey Reconstruct the binary from prey files
Save All to .prey Write modified Blender data back to prey files
Open Prey Folder Open the _prey/ directory in your file manager

See Prey Format for full details.


Variant Detection

The scanner identifies map variants by examining:

  • File names matching known patterns (sodapop_srs, milkshake_srs, sr_seasonal_map, etc.)
  • Subdirectory structures under data/maps/mapgeometry/
  • Materials file entries and their type hashes

Each variant appears as a selectable item in the Load Map dropdown.


Example Workflow

1. Set Project Path → D:\MyMap\
2. Set League Path → C:\Riot Games\League of Legends
3. Click "Scan Project"
   → Found: sodapop_srs (mapgeo + materials)
4. Select "sodapop_srs" → Click "Load Map"
   → 1,247 meshes imported
   → 524 materials loaded
   → 86 particles placed
5. Edit geometry, materials, particles in Blender
6. Click "Export All"
   → sodapop_srs.mapgeo written
   → sodapop_srs.materials.bin written (merged)
7. Test in game

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