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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
| 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 |
Click Detect League Install to auto-locate the game directory. The addon searches common install paths and registry entries.
Click Scan Project to:
- Inventory all
.mapgeo,.materials.bin,.bin, and texture files. - Detect map variants (e.g. Sodapop_SRS, Milkshake_SRS, SR_Seasonal_Map).
- Count assets per category.
- Validate basic file structure.
The asset summary shows counts for each file type found.
Select a detected variant from the dropdown and click Load Map:
- Imports the
.mapgeogeometry. - Loads materials from
.materials.bin(creates Blender materials with shader nodes). - Imports MapParticle placements as empties.
- Imports GdsMapObject items as empties.
- Sets up visibility layers and bucket grids.
Re-imports the current map. Useful after external file changes.
When working with Riot's base WAD archives, the addon caches extracted files locally:
%APPDATA%\Blender Foundation\Blender\<version>\mapgeo_addon\wad_cache\<MapId>\
| 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_donemarker file to avoid re-extracting. Delete the marker or click Clean WAD Cache to force re-extraction.
| 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.
- 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.
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.
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.
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