Remap

"There was no snow map on the server. So the sand became cold instead." — Art Director Yeva Tomsk

/remap replaces one texture or shader with another everywhere it appears on the map, for everyone on the server.

You need the story tools permission for /remap. It sits on its own permission bit, separate from /add, held by community admins and above in the shipped config. See permission bits.


What it does

Maps are built from named textures. /remap tells every client to draw a different texture wherever one name appears, which redresses a whole environment in one command. The change is server-wide and instant, and there is no way to remap a texture for one player.

It is the fastest way to change a location's mood without placing a single model. Turn a desert outpost snowbound, black out a lit panel, or make a clean corridor look burnt.


Using it

Finding a texture name

You need the name the map uses, not a file on disk. A shader name is a path with no extension, such as textures/desert/sand. Look them up in the map's own .shader files or in the assets the map ships with.

Making a swap

Give the old name first and the new name second. Both must be valid shader names, and a texture cannot be remapped to itself.

Each swap gets an id, and the ids run from 1. Use /remap list when you have lost track.

Putting it back

3 forms restore a remap:

  • restore <id> uses the number from /remap list
  • restore <oldShader> uses the original texture name, which is handy when you have the name in front of you but not the id
  • restore all clears every remap at once

Commands

Swapping a texture

Listing active remaps

Restoring one remap by id

Restoring one remap by name

Restoring everything


Things to note

  • 32 remaps is the cap. The 33rd distinct texture prints "Remap limit reached" and changes nothing.
  • Restoring frees the id, not the slot. A restored remap keeps holding one of the 32 slots until the map changes. A long session of swapping and restoring can still hit the cap. Its id is handed out again to the next swap, and /remap list shows active swaps only.
  • Spaces, quotes and the characters =, : and @ are rejected. They would break the format the server uses to send remaps to clients.
  • A texture cannot be remapped to itself. The game refuses rather than creating a dead entry.
  • restore needs an argument. A bare /remap restore prints the usage line.
  • A wrong new name changes nothing on screen. The server does not check that the replacement exists, so the swap is accepted and listed. A client that cannot find the replacement keeps drawing the original texture and prints a warning in its own console.
  • Overlays refuse textures/ paths to protect your remaps. A world texture registered as an overlay filter would stop /remap resolving that texture on that client, so overlays turn those names away.
  • A map change clears every remap. Save the scene if you want them back.

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