Map Retexturizer
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О материале
«Map Retexturizer» — материал мастерской Garry’s Mod. Аддоны, карты, персонажи и инструменты для песочницы. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
BRASIL, Junte-se: https://discord.gg/ytkXGNU GMBR, criadores BR de addons e vídeos e tudo.
Introduction
Hello, there!
I've created Map Retexturizer for players to play around, for server owners to make unique outdoors / advertisement / maps and for filmmakers to reinvent their scenes more freely.
It's important to note that changing materials of a map doesn't change the original files on the disk, they're always intact. What I do is manipulate the materials in RAM and backup files, having everything managed by custom saving, loading and synchronizing systems.
That's it, and it took me a LOT of work to get to where we are!
Thank you very much for being here and I hope you have a good experience with the tool.
TO-DO + Requests and bug reports Source code on GitHub My other tools my HL1 mod, Hu3-Life
Features
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Copy, paste and restore materials;
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Manipulate materials of brushes, models and decals;
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Change many material properties;
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Tool gun and undo support for almost everything;
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Works with any mounted game and manually installed vmt/vtf files;
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Fully prepared for singleplayer, listen servers and dedicated servers;
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Full support for GMod saves;
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Save / Autosave / Load / Autoload;
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Change all map materials at once (but water and models);
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Full cleanup by categories;
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Preview mode;
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Material Browser;
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Console commands.
Server Owners / Admins
Here are our commands:
mr_admin 1/0 = Turn on/off the admin protections;
mr_materials = List all the map materials;
mr_cleanup = Clean all the modifications;
mr_browser = Open the Material Browser;
mr_list = List the saved game names;
mr_load "name" = Load the saved game called "name";
mr_autoload "name" = Set a saved game called "name" to load when the server starts;
mr_save "name" = Save the current tool modifications into a file called "name";
mr_autosave 1/0 = Enable/Disable the autosaving;
mr_delete "name" = Delete the save called "name";
mr_delay = The delay between each materiall application on a load;
mr_dup_cleanup 1/0 = Enable/Disable cleanup before starting a load;
mr_progress_bar 1/0 = Enable/Disable the progress bar;
mr_instant_cleanup 1/0 = Clear the map as fast as possible (may cause a temporary freeze);
mr_notifications 1/0 = Enable/Disable tool chat notifications
mr_add_disp "material" = Add displacement to the menu;
mr_rem_disp "material" = Remove displacement from the menu.
Changing the Skybox
You can apply any material on the skybox using the tool gun.
If you want to use a 6-sided sky, install it and write the name in the skybox path, omitting the suffix. For example, on sigleplayer:
[b]1)[/b] Download: https://gamebanana.com/textures/4446
[b]2)[/b] Place in the addons folder;
[b]3)[/b] Open the game (or disconnect, run reload_legacy_addons and restart);
[b]4)[/b] Go to the tool skybox textbox and write:
[quote][b]skybox/jungle_csgo[u]ft[/u][/b][/quote]
Then you are going to see the material repeated. Just remove the suffix "ft" and try again:
[quote][b]skybox/jungle_csgo[/b][/quote]
Result:
Note: Check the documentation if you want to create your own sky materials Note 2: If the map has a customizable skybox like the one in gm_construct, changing it has a small impact on performance, otherwise the impact is null.
Adding Materials
You can use your own materials by correctly creating and placing them in the folder:
[...]\steamapps\common\GarrysMod\garrysmod\addons\mystuff\materials
In the above path, change "mystuff" as desired.
Requirements:
- [url=http://nemesis.thewavelength.net/index.php?c=238]VTFEdit[/url] to edit/create .VTF;
(OR [url=https://www.gimp.org/]Gimp[/url] with the [url=https://github.com/Artfunkel/gimp-vtf/releases]gimp-vtf[/url] plug-in)
- A nice text editor like [url=]Notepad++[/url] to edit/create .VMF.
Sharing Your Saves
The save files are organized per map and located in the folder:
[...]\steamapps\common\GarrysMod\garrysmod\data\mapret
You can zip everything up and send the file to others, that's it.
Note: in multiplayer, save files are kept only with the server owner, that is, clients don't receive copies of them (only a list of names).
Developers
I added some custom server hooks:
-- Called when any load starts
hook.Add("MRStartLoading", "Unique name 1", function(loadName, ply)
-- Your code
end)
-- Called when any load ends
hook.Add("MRFinishLoading", "Unique name 2", function(loadName, ply)
-- Your code
end)
ply is nil if the load is being done by the tool itself.
You can initiate a load directly by calling this function in the server scope:
MR.SV.Load:Start(ply, loadName)
ply = The player who is starting the load. You can use MR.SV.Ply:GetFakeHostPly() so we'll consider the tool is applying the save; loadName = The name of the load file.
Check (https://github.com/Xalalau/Map-Retexturizer/blob/master/lua/mr/console/concommands/sh_concommands.lua) to see how I call the main functions.
Unfortunately the code isn't properly documented.
Limitations
Here is a list of the things that I'm struggling to do or I can't get to work:
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Change many of the brushes material properties, including but not limited to color and bumpmap;
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Get displacement texture paths easily with Lua (I read them from the .bsp);
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remove and copy decals (+undo +toolgun) (We can't)
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Change map models (They are identified as studio)
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The material preview requires a current applied map material to work, so I it's kind of "disconnected" and it affects missing textures.
OMG IT ISN'T WORKING
TL;DR; Disable the [u]Shader Cache[/u] in your NVidia Control Panel or AMD Settings.
People are having some weird errors because of graphics cards configurations optimizing the materials storage, and for some reason it's only affecting dedicated servers.
If you are copying materials with the right mouse button and they aren't rendering correctly in the preview window, you are being affected by this.
Thanks
Tags: video / cinema / youtube / vimeo / tool / addon
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.