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Glossary
TheKillerey edited this page Oct 2, 2026
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Short explanations of the words used across ReyEngine and this wiki. Each entry links to the page where the thing matters most.
| Term | Meaning |
|---|---|
WAD (.wad.client) |
The archives League keeps its files in: one per map (Map11 is Summoner's Rift, Map12 the Howling Abyss), one per champion, and shared ones. A project folder named like a WAD replaces files in that WAD. See Projects. |
.bin |
The game's property files. They say which mesh, texture, colour, sound or effect is used and where things are placed. Most edits in ReyEngine are .bin edits. |
| ritobin | A text form of .bin files the modding community edits by hand, usually saved as .py. See Tools and Mod Health. |
| mapgeo | A map's geometry file: the ground, walls, trees and buildings. See Maps and Viewport. |
materials.bin |
The .bin next to a mapgeo. It holds the map's materials, and also its placed particles, sounds, props and lights. |
.tex / .dds |
Texture (image) files. |
.skn / .skl / .anm |
A character's mesh, skeleton and animation files. See Character Editor. |
.bnk / .wpk |
Wwise audio banks: sound events and the sounds themselves. See Audio. |
.wem |
One Wwise sound inside a bank. |
.fantome |
A packaged mod that mod loaders install. Project ▸ Export .fantome… writes one. |
| NVR / WGEO | The map formats League used before mapgeo. See Legacy Maps. |
| Term | Meaning |
|---|---|
| Project | Your mod as a plain folder: one sub-folder per WAD it changes, plus .reyengine/ for ReyEngine's own notes and backups. See Projects. |
| Riot reference | An original game WAD mounted read-only behind your project, so everything you did not copy still shows up. Never written to. |
| Override | Your changed copy of a game file, stored in the project. At export it replaces Riot's file. |
| Copy To Project | Copies a Riot file into your project so it can be edited. Editing always happens on the copy. |
| Build Package | Packs the project back into .wad.client files in Build/. |
| Mod loader | The program that injects your mod when the game starts: LTK Manager, cslol-manager and similar. |
| Declaration | An edit to a game .bin sent to LTK Manager as just the changed properties, applied over the installed patch's own copy. See Projects. |
| Content layer | An optional part of a mod that players can switch off on their own in LTK Manager. Set up in Project ▸ Project Settings…. |
| Patch rebase | Carrying your edits onto a new game patch by merging them into Riot's new files. See Projects. |
| Hashes | The game stores file and field names as numbers. Hash lists turn them back into readable names. See Getting Started. |
| Term | Meaning |
|---|---|
| Map skin | A different look for the same map, such as a seasonal or event version. See Tutorial: Play on a different map skin. |
| Visibility layer | Flags on map meshes that decide when they show: team side, dragon terrain, game state. See Maps and Viewport. |
| Lightmap | Pre-computed light and shadow painted onto the map. See Lighting and Baking. |
| Lightgrid | Pre-computed light in 3D space that lights characters and props where they stand. |
| Bucket grid | The grid the game uses to decide which parts of the map are on screen. It must be rebuilt after geometry changes. |
| Placement | Anything positioned on a map: particles, sounds, props, lights, probes. |
| Board stage | A TFT board's state at one point of a match (Start, Board ready, a level-up). See Maps and Viewport. |
| Event content | Map content that ships for one game event only, such as the Hall of Legends, MSI trophies or esports banners. Hidden in a normal game. See Maps and Viewport. |
| Level prop | A critter or decoration the map places by itself: snails, birds, poros, boats, banners. |
| Client-side prop | A decoration the game client creates itself (a MapAnimatedProp). This is the form that appears in game when placed by a mod. See Tutorial: Place a prop. |
| Cubemap probe | A point that captures reflections. It must point at a real cubemap texture, or the game crashes. |
| Term | Meaning |
|---|---|
| Direct3D 11 renderer | The default viewport mode: it draws with Riot's own compiled shaders, the faithful look. See Maps and Viewport. |
| OpenGL renderer | ReyEngine's own approximation of the game's shaders, kept for machines where Direct3D 11 does not start. |
| Shader | The program that decides how a material looks. |
| Material | A shader plus its textures and values, assigned to a mesh. See Materials. |
| Texcoord7 | A mesh's second set of texture coordinates, used for lightmaps. |
| VFX / particle system | A visual effect built from emitters. See Particles. |
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