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Troubleshooting
Common issues and solutions when working with the addon.
- Ensure you installed the folder (not a nested zip). The addon root must contain
__init__.py. - Check the Blender version: the addon requires Blender 4.0+ (tested up to 5.1).
- Look for error messages in Window → Toggle System Console.
The addon folder must be named exactly MapgeoAddon in the addons directory:
%APPDATA%\Blender Foundation\Blender\<version>\scripts\addons\MapgeoAddon\
- Check internet connectivity.
- Ensure
update_addon.pyhas write permissions to the addons directory. - The updater syncs files to all detected Blender version folders. If a version folder is read-only, the sync will fail silently.
Blender 5.1+ rejects property names starting with underscore. Fixed in addon v0.4.4.
Fix: Update the addon to latest version, or manually rename the property in ui_panel.py:
# Change:
_dialog_phase: bpy.props.StringProperty(...)
# To:
dialog_phase: bpy.props.StringProperty(...)Usually caused by a duplicate class name or incompatible property type. Check the system console for the full traceback.
- Verify League Path points to the game installation root (containing
DATA/orGame/). - Verify Project Folder is set and exists.
- Ensure WAD hashes are downloaded (League Tools → WAD Archive Tool → Download WAD Hashes).
- Delete the
.extraction_donemarker file in the WAD cache folder to allow re-extraction:%APPDATA%\Blender Foundation\Blender\<ver>\mapgeo_addon\wad_cache\<MapId>\.extraction_done - Check available disk space (WAD extraction can require several GB).
Hash files are large (~180 MB total) and stored in hashes/:
MapgeoAddon/hashes/hashes.game.txt.0
MapgeoAddon/hashes/hashes.game.txt.1
Download them via: League Tools → WAD Archive Tool → Download WAD Hashes.
- Materials file not loaded. Load materials via Project Manager or Import Materials.
- Textures not found on disk. Check that textures are extracted from WAD.
- Texture paths in materials may use game-relative paths that need resolving.
The addon supports mapgeo versions 5–15. Older versions (1–4) may have limited support. Check the system console for the exact version reported.
- Large maps (Summoner's Rift) have 2000+ meshes — import takes time.
- Blender 5.0+ uses
foreach_setoptimisations for faster mesh creation. - Disable Import Materials if you only need geometry.
- Ensure at least one mesh is selected before clicking Import External Mesh.
- The operator uses a file browser dialog — check if it opened behind the main window.
Exportable meshes must be in the MapGeometry collection (or a sub-collection). Move your objects there.
Common causes:
- Missing materials — every mesh must have a material that exists in the materials file.
- Invalid vertex data — check for NaN values, zero-area faces, or degenerate geometry.
- Bucket grid mismatch — if the map uses bucket grids, they must be present and valid.
- Version mismatch — export version must match what the game expects for that map slot.
- Ensure materials are in the scene's material data (not just on mesh slots).
- Check Project Integrity (League Tools → Project Integrity → Check Project) before export.
The addon includes shader templates for ~50 common shaders. If your material uses an unknown shader hash, it won't have a preview template. The material will still export correctly.
- The texture file may be missing or in an unsupported format.
- Check that the sampler path resolves to an actual file on disk.
- DDS textures with BC7 compression may not display in older Blender versions.
Dragon layer filtering is working as intended. Meshes are hidden when their layer bit doesn't match the filter. Use the Visibility Filtering controls to adjust which layers are shown.
- Ensure baron hash meshes have
baron_hashcustom property set. - Visibility controllers must exist in the materials file.
- Check that controller type and ParentMode values are correct.
- No light objects in the scene. Place at least one Blender light.
- All meshes marked as Ignore. Ensure occluder meshes exist for shadow casting.
- Light scale set to 0. Check scene lightgrid properties.
- Requires Cycles renderer (not Eevee).
- Meshes need
LightmapUVlayer — run Step 2 first. -
NO_BAKED_LIGHTmacro still present — run Step 3 first. - Insufficient memory for large texture resolutions.
Small size differences are normal due to JSON serialisation precision. If the difference is large:
- Check that all 10
.prey.*files are present in the_prey/folder. - Verify no
.prey.*files were corrupted by text editors changing line endings.
The rebuild expects all 10 category files. If a category had no entries, it should still exist as an empty-entries file. Re-run Convert to .prey to regenerate.
The porter copies materials entries but not texture files. You must also copy/extract the source map's textures to the target location.
The porter patches character skin paths in target-only MPC entries. If skins still appear wrong:
- Check map11.bin patching was enabled.
- Verify the source map's skin override numbers.
- Close system console when not debugging — console output slows Blender.
- Disable viewport materials (solid mode) when working with large maps.
- Use Selected Only options when exporting/baking to limit scope.
- Prey format is faster for iterative edits than full .bin import/export cycles.
- Check the system console (Window → Toggle System Console) for detailed error messages.
- Run Project Integrity Check to catch common issues.
- Enable the Debug System (if available) for verbose logging.
- Report issues on GitHub Issues with:
- Blender version
- Addon version (shown in preferences)
- Full error traceback from system console
- Steps to reproduce