L2GeoBuilder - geodata GENERATED from your client's original maps, not copied
Recycled geodata is why your players walk through railings and fall off bridges. L2GeoBuilder does not recycle anything: it reads the original Unreal mesh packages (.unr) of the client YOU run, and generates geodata from raw geometry, cell by cell.
HOW IT WORKS
Parses the client's original .unr map packages (version-aware Unreal parser; calibrated and battle-tested on Essence 388, other clients via a settings profile)
Casts 25 vertical rays per cell (configurable), piercing every surface - bridge deck, rooftop, floor below
Scores every surface: slope threshold, surface coverage, and narrow-ridge rejection - railings and parapets are NOT walkable floor (stair treads correctly exempt)
Multi-layer cells: on the bridge AND under the bridge, up to 127 layers/cell
NSWE decided by horizontal step-test rays, diagonals handled per format
Exports L2J (.l2j), L2D (.l2d), L2OFF (_conv.dat)
WHY YOU CAN TRUST THE OUTPUT
- Built-in verification engine: load the generated geodata and walk it
yourself in Playable Mode before shipping to players
Format converter with a fidelity report per file (lossless/lossy, read-back
verify, mismatch count) - conversion output proven byte-identical to native
generation where the format allows
CLI batch/queue mode: generate a full map set unattended, multi-threaded
DEMO
Here is the tool I developed for the Essence 388 version.
YouTube link: click here
image folder : click here
P.S.: This tool can generate geodata for any client.
PRICING
The compiler price is $800; the full source code (including client-specific adjustments) is $2,000.
CONTACT
PM here / Discord: redjohn6335 / Telegram: click here