Remap
/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 listrestore <oldShader>uses the original texture name, which is handy when you have the name in front of you but not the idrestore allclears 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 listshows 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.
restoreneeds an argument. A bare/remap restoreprints 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/remapresolving 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.
Next
- Placing entities: the shared commands the rest of the set uses
- Overlays: a look change that only one player sees