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Workshop and Add Mesh

TheKillerey edited this page Oct 2, 2026 · 2 revisions

Workshop and Add Mesh

Two windows bring content into a map. The Workshop offers what already exists — Riot's own materials, particles and meshes, plus a shelf of your own — and Add Mesh imports geometry from a file with the material question asked properly.

Workshop

Tools ▸ Workshop… (also in the viewport's Map ▾ menu) indexes the installed game into searchable, de-duplicated galleries with real thumbnails, in three tabs:

  • Materials — one real game material per shader. Add material to map creates a copy in your materials bin under a name you choose.
  • Particles — every unique installed particle system, with a live preview (Play / Pause / Restart). Visual particles only hides the systems that are gameplay markers rather than effects. Add particle to map places a complete template into the open map.
  • Meshes — geometry you have shelved. Add mesh to map opens Add Mesh on that file with that mesh ticked, because the material question is not optional and that window is where it is asked.

Rebuild from patch rebuilds Riot's catalogue from the installed wads; it is rebuilt from nothing whenever the game updates.

Your shelf

The Yours section keeps content of your own beside Riot's catalogue, and it survives a patch precisely because the catalogue next to it does not. Add to my shelf:

  • .troybin… — one or more legacy .troybin effects, converted with their curves, force fields, spawn volumes, emitter rotations, flipbook rates and probability tables.
  • from .bin… — the particles out of any custom materials.bin or skin .bin.
  • from a file… — geometry from a .mapgeo, .fbx, .glb, .gltf, .obj, .scb, .sco or .skn.

Entries point at your files rather than copying them, so editing the source and reopening the Workshop shows the edited version, and a file that has moved says so instead of disappearing. Remove takes an entry off the shelf; the file stays where it is.

Add Mesh

Map ▾ ▸ Add Mesh… in the viewport imports a mesh file and appends it to the mapgeo. A shipping mapgeo is a library, not a model — a map like base_srx offers hundreds of pieces across hundreds of materials — so the window is built for picking:

  • Meshes — a search box over mesh and material name, Select all / Select none over whatever the search leaves, and nothing ticked when the file is clearly a library. Each piece is placed where the gizmo is.
  • Materials — one card per material your selection actually uses, with three choices each: Existing (use a map material that is already there), New from shader (create one from a League shader), or Copy original (bring the material across from the source map's .materials.bin, which you can pick with Choose .bin…; the copy brings its textures with it). Use the imported texture as diffuse is the quick path for a textured model.
  • Textures and Visibility layers for the imported pieces.

Add To Map writes the pieces into the mapgeo and the materials into the bin. A .skn — a champion's model — comes in as plain geometry with its skeleton dropped, one pickable piece per submesh, because a map has no skeleton to bind it to. Any imported mesh gets a Texcoord7 channel so a lightmapped material draws it in game.

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