About this project
ReyEngine is a specialized development tool designed for creating and editing mods for the game League of Legends. Described as "Unreal/Unity for LoL assets," it provides a comprehensive suite of editors for maps, models, particles, and audio, allowing users to build distributable mod packages (.wad.client or .fantome) without modifying original Riot Games files.
Key capabilities include:
- **Project Management**: A wizard-based system allows users to create new projects from templates (Champion Skin, Map, VFX, Audio, UI) or import existing .fantome mod packages. The engine handles automatic extraction of WADs and manages references to Riot's official content. It features non-destructive editing where changes are stored as project overrides.
- **Automatic Patch Rebase**: When the League of Legends client updates, ReyEngine can automatically merge user edits onto the new Riot binaries using a three-way merge process, validating conflicts and rebuilding the necessary assets.
- **Map Editing**: Users can load and edit .mapgeo files, manipulating meshes, particles, and sounds using viewport gizmos. Features include dynamic lighting support, texture recoloring with color grades, bucket grid visualization for culling, and a Map Skin Switcher for safely altering visual environments across different slots.
- **Model Preview & Animation**: A champion viewer displays models with game-accurate animations, including bone-attached VFX and SFX triggered via Wwise banks. Models can be previewed on classic maps like Dominion with accurate lighting.
- **Asset & Particle Editors**: The tool includes a content browser for file management, a material editor aware of Riot shaders, and a live-editable particle system editor with in-viewport playback. Audio tools allow browsing Wwise banks and replacing .wem sound files.
- **Technical Details**: Built with .NET 10, Avalonia UI, and Silk.NET, ReyEngine runs on Windows only. It uses CommunityDragon hashes for asset resolution and vgmstream for audio decoding. The software is open-source under the MIT License and includes privacy policies stating no personal data is transmitted, aside from optional update checks and hash syncs.
The project is currently in beta status and requires a local installation of League of Legends (LIVE or PBE) to function.
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