What Are WAD Files?
WAD (“Where’s All the Data”) files are compressed archives containing:- Textures - Character skins, UI elements, particles
- Models - 3D meshes and skeletons
- Animations - Character movements and effects
- Audio - Sound effects and voice lines
- Data - Configuration files and game logic
WAD File Types
.wad.client
Standard game WAD files used by the League client.Found in:
Game/DATA/FINAL/.wad
Generic WAD format, converted to
.wad.client when imported.Extracting WAD Files
Extracting (unpacking) a WAD file converts it into a directory structure you can modify.Using CLI Tools
Extract All WADs
To extract multiple WAD files at once:.wad and .wad.client files.
Creating WAD Files
Packing a directory back into a WAD file.Using CLI Tools
WAD Operations in Mods
Adding WADs to Mods
Theaddwad command integrates WAD files into mod structure:
Source WAD file or unpacked directory
Target mod folder (must contain
META/info.json)Game folder path for rebasing and optimization
Remove entries not present in base game WADs
Exclude Teamfight Tactics assets (map21, map22)
Example Workflows
Understanding WAD Structure
Directory Layout
Extracted WAD files follow this structure:Key File Types
Textures (.dds, .png)
Textures (.dds, .png)
Visual assets for characters, UI, and effects.
.dds- DirectDraw Surface (game native format).png- Portable Network Graphics (easier to edit)
Models (.skn, .skl, .scb, .sco)
Models (.skn, .skl, .scb, .sco)
3D geometry and skeletal data.
.skn- Skin mesh (vertex data).skl- Skeleton (bone structure).scb/.sco- Static mesh objects
Animations (.anm)
Animations (.anm)
Character movement and action animations.Binary format requiring animation editing tools.
Binary Data (.bin)
Binary Data (.bin)
Configuration and game logic files.Some can be edited with text editors (JSON-like format), others are binary.
Optimization and Rebasing
What Is Rebasing?
Rebasing compares your WAD against the base game files and:- Identifies changes - Finds files that differ from the base game
- Removes duplicates - Strips files identical to the base game
- Aligns naming - Matches the base mount structure
- Reduces size - Creates smaller, more efficient mods
When to Rebase
Always rebase when:
- Creating mods from extracted game WADs
- Adding WADs that contain unmodified files
- Preparing mods for distribution
- Optimizing mod size
- Working with custom assets not in the base game
- The game path isn’t configured correctly
- You want to preserve all files regardless of origin
Rebase Example
Advanced WAD Techniques
Filtering TFT Assets
If you only play Summoner’s Rift, exclude TFT files:map21(TFT map)map22(TFT alternate map)
- Smaller mod size
- Faster overlay builds
- Reduced memory usage
Removing Unknown Entries
Strip files not present in the base game:- You accidentally included files from other sources
- The WAD contains outdated or unused assets
- You want the cleanest possible mod
Batch Processing
Process multiple WADs efficiently:Troubleshooting WAD Operations
Extraction Failed
Symptoms: Extract command fails or produces empty directory Solutions:- Verify the WAD file isn’t corrupted
- Check you have read permissions
- Ensure enough disk space for extraction
- Try a different output directory
Import Failed
Symptoms:addwad command fails with error
Solutions:
- Verify the mod has
META/info.json - Check the game path is correct
- Ensure
mod-tools.exeexists - Review error message in
log.txt
Rebasing Removes Everything
Symptoms: Mod becomes empty after rebasing Solutions:- You didn’t modify any files (all match base game)
- Check the game path points to the correct version
- Verify your changes are actually different from base
- Don’t use
--removeUNKfor custom content
WAD Too Large
Symptoms: Created WAD file is very large Solutions:- Enable rebasing with
--gameflag - Use
--removeUNKto strip unused entries - Enable
--noTFTif you don’t need TFT assets - Check for duplicate or temporary files in the directory
WAD File Locations
Game WAD Directories
Mod WAD Storage
Best Practices
Always Keep Backups
Before modifying game WADs:
- Copy the original WAD to a safe location
- Extract to a separate directory
- Work on the copy, not the original
Use Rebasing
Always rebase when creating mods:
- Smaller file sizes
- Better compatibility
- Easier distribution
Validate Before Packing
Before creating a WAD:
- Remove temporary files
- Check for leftover editor files
- Verify directory structure is correct
Next Steps
Creating Mods
Use WAD files to create complete mods
CLI Commands
Master all WAD-related CLI tools