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Glossary

TheKillerey edited this page Oct 2, 2026 · 2 revisions

Glossary

Short explanations of the words used across ReyEngine and this wiki. Each entry links to the page where the thing matters most.

Files and formats

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.

Projects and mods

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.

Maps

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.

Rendering

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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