π οΈ League Toolkit
Rust library for parsing, editing, and writing League of Legends file formats
Documentation β’ Crates.io β’ Changelog
β¨ Features
- π¦ WAD Archives β Read and write
.wad.clientasset containers - π¨ Textures β Decode/encode
.texand.ddsformats - π§ Meshes β Parse skinned (
.skn) and static (.scb/.sco) meshes - 𦴠Animation β Load skeletons (
.skl) and animations (.anm) - π Property Bins β Read/write
.binconfiguration files - πΊοΈ Map Geometry β Parse
.mapgeoenvironment assets - π§ Modular β Use individual crates or the umbrella crate
π¦ Installation
Add the umbrella crate to your project:
[]
= { = "0.2", = ["wad", "mesh", "texture"] }
Or use individual crates for a smaller dependency footprint:
[]
= "0.2"
= "0.5"
= "0.3"
π Quick Start
Reading a WAD Archive
use File;
use Wad;
Decoding a Texture
use Tex;
use File;
let tex = from_reader?;
let surface = tex.decode_mipmap?;
surface.into_rgba_image?.save?;
See the ltk_texture README for supported formats, raw pixel data access, and encoding.
Parsing a Skinned Mesh
use SkinnedMesh;
use File;
let mesh = from_reader?;
println!;
println!;
Working with Property Bins
use ;
use File;
// Read
let bin = from_reader?;
for in &bin.objects
// Create
let bin = builder
.dependency
.object
.build;
See the ltk_meta README for the full surface: property paths, override bins (PTCH), typed values, and round-trip writing.
π Crates
| Crate | Description | Formats |
|---|---|---|
league-toolkit |
Umbrella crate (feature-gated re-exports) | β |
ltk_wad |
WAD archive reading/writing | .wad.client |
ltk_texture |
Texture decoding/encoding | .tex, .dds |
ltk_mesh |
Skinned & static mesh parsing | .skn, .scb, .sco |
ltk_anim |
Skeleton & animation formats | .skl, .anm |
ltk_meta |
Property bin files | .bin |
ltk_ritobin |
Human-readable bin format | ritobin text |
ltk_mapgeo |
Map environment geometry | .mapgeo |
ltk_file |
File type detection | β |
ltk_hash |
Hash functions (FNV-1a, ELF) | β |
ltk_shader |
Shader path utilities | β |
ltk_primitives |
Geometric primitives | β |
ltk_io_ext |
I/O extensions (internal) | β |
Each crate lives under crates/<name>.
βοΈ Feature Flags
The league-toolkit umbrella crate uses feature flags to control which subsystems are included:
| Feature | Enables | Default |
|---|---|---|
anim |
ltk_anim |
β |
file |
ltk_file |
β |
mesh |
ltk_mesh |
β |
meta |
ltk_meta |
β |
primitives |
ltk_primitives |
β |
texture |
ltk_texture |
β |
wad |
ltk_wad |
β |
hash |
ltk_hash |
β |
serde |
Serde support (where available) | β |
For a minimal build, disable defaults and opt-in selectively:
[]
= { = "0.2", = false, = ["wad"] }
Some crates expose their own feature flags β e.g. texture encoding requires intel-tex on ltk_texture (see the ltk_texture README).
π Documentation
- API Documentation β Full rustdoc reference
- LTK Guide β Comprehensive usage guide with examples
π οΈ Development
Prerequisites: Rust stable toolchain
# Build all crates
# Run tests
# Build documentation
AI-Assisted Development
AI agents can produce large, hard-to-review changesets. This repository answers that with a document trail rather than a tool pipeline: work is specified, decided and sliced in the repo before it is written, and each artifact is reviewable on its own.
| Document | Holds | Where |
|---|---|---|
| PRD | Why a feature exists, who asks for it, numbered requirements (FR-N) |
docs/prd/NNN-slug.md |
| ADR | One architectural decision: what forced it, the options it beat, what it costs | docs/adr/NNNN-slug.md |
| Design doc | The API surface and the wire format | docs/design/<feature>.md |
| Ticket | One slice of implementable work, rendered to a GitHub issue | .scratch/<project>/issues/*.md |
The rule that keeps them readable: each cites the others rather than restating them. A design doc
cites requirements as FR-N and decisions as ADR-NNNN; two copies of one argument drift.
GitHub issues are rendered from the ticket files β the repo is the source of truth, and an issue that disagrees with its ticket is fixed by re-rendering, not by editing it on GitHub.
Claude Code users get four skills in .claude/skills/ that write and maintain all of this:
write-prd, write-adr, write-ticket and sync-issues. Worked example: PRD-001 with
ADR-0001 to ADR-0006 and docs/design/ptch-property-patches.md.
Contributors using AI agents SHOULD follow this workflow. A PR that arrives with no written
reasoning behind it may need extra review cycles. Day-to-day rules for agents live in
CLAUDE.md.
Project Structure
league-toolkit/
|-- crates/
| |-- league-toolkit/ # Umbrella crate
| |-- ltk_wad/ # WAD archives
| |-- ltk_texture/ # Textures
| |-- ltk_mesh/ # Meshes
| |-- ltk_anim/ # Animation
| |-- ltk_meta/ # Property bins
| |-- ltk_ritobin/ # Ritobin text format
| |-- ltk_mapgeo/ # Map geometry
| |-- ltk_file/ # File detection
| |-- ltk_hash/ # Hashing
| |-- ltk_shader/ # Shader utilities
| |-- ltk_primitives/ # Primitives
| |-- ltk_io_ext/ # I/O extensions
|-- docs/
|-- LTK_GUIDE.md # Usage guide
π Releasing
This repository uses Release-plz for automated versioning and publishing:
- Pushes to
maintrigger Release-plz to open a release PR - Merging the release PR publishes updated crates to crates.io
π License
Licensed under either of:
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Made with β€οΈ by the LeagueToolkit community