Garry's Mod

Garry's Mod

2,510 ratings
Map Retexturizer
Content Type: Addon
Addon Type: Tool
Addon Tags: Build, Fun
File Size
0.643 MB
Apr 10, 2018 @ 10:14am
Apr 4 @ 8:03pm
39 Change Notes ( view )

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Map Retexturizer

In 3 collections by Xalalau
Brasil - Supremacia
105 items
GMod Gold Animator's Collection
98 items
56 items
Remover - Advanced

BRASIL, Junte-se:
GMBR, criadores BR de addons e vídeos e tudo.


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

  • Copy, paste and restore materials;
  • Manipulate materials of brushes, models and decals;
  • Change many material properties;
  • Tool gun and undo support for almost everything;
  • Works with any mounted game and manually installed vmt/vtf files;
  • Fully prepared for singleplayer, listen servers and dedicated servers;
  • Full support for GMod saves;
  • Save / Autosave / Load / Autoload;
  • Change all map materials at once (but water and models);
  • Full cleanup by categories;
  • Preview mode;
  • Material Browser;
  • 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:

1) Download: 2) Place in the addons folder; 3) Open the game (or disconnect, run reload_legacy_addons and restart); 4) Go to the tool skybox textbox and write:
Then you are going to see the material repeated. Just remove the suffix "ft" and try again:


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:


In the above path, change "mystuff" as desired.

- VTFEdit[] to edit/create .VTF; (OR Gimp[] with the gimp-vtf[] plug-in) - A nice text editor like Notepad++[http//Notepad%2B%2B] to edit/create .VMF.

Sharing Your Saves

The save files are organized per map and located in the folder:


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).


I added some custom server hooks:

-- Called when any load starts hook.Add("MRStartLoading", "Unique name 1", function(loadName, broadcasted, ply) -- Your code end) -- Called when any load ends hook.Add("MRFinishLoading", "Unique name 2", function(loadName, broadcasted, ply) -- Your code end)

ply is nil if broadcasted is true.

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();
loadName = The name of the load file.

Check this file[] to see how I call the main functions.

Unfortunately the code isn't properly documented.


Here is a list of the things that I'm struggling to do or I can't get to work:
  • Change many of the brushes material properties, including but not limited to color and bumpmap;
  • Get displacement texture paths easily with Lua[] (I read them from the .bsp);
  • remove and copy decals (+undo +toolgun) (We can't[])
  • Change map models (They are identified as **studio**)
  • The material preview requires a current applied map material to work, so I it's kind of "disconnected" and it affects missing textures.


TL;DR; Disable the Shader Cache 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.


Tags: video / cinema / youtube / vimeo / tool / addon
Popular Discussions View All (10)
Aug 1 @ 1:23am
PINNED: TO-DO + Requests and bug reports
Apr 28, 2020 @ 4:56pm
tool laggy while running skyboxes...
Marina Ida
Aug 12, 2020 @ 11:05am
Let's see if you are an artist
< >
Xalalau  [author] Nov 24 @ 10:07am 
The tool crashes the game when I try to change decal materials. Who knows?
Jib Nov 24 @ 9:51am 
Is there a way to replace overlay textures?
Xalalau  [author] Nov 21 @ 6:00pm 
Yes, it's the vertical alpha bar right on side of the material preview. You can see it on the Q or C menus.
gavinpgamer Nov 21 @ 2:40pm 
are you able to change the texture to a texture with transparency (such as metal fence wire)? if so, is it a feature that needs to be turned on or something in the map retexturizer tool.
Xalalau  [author] Nov 16 @ 7:22am 
Thank you
ꑭAlybraꑭ Nov 16 @ 7:17am 
[Map Retexturizer] lua/mr/player/sh_player.lua:174: attempt to index a nil value
1. GetUsingTheTool - lua/mr/player/sh_player.lua:174
2. v - lua/mr/data/materials/map/decals/cl_decals.lua:58
3. unknown - lua/includes/modules/hook.lua:96 (x4)

[Map Retexturizer] lua/mr/data/duplicator/sh_duplicator.lua:147: attempt to index a nil value
1. GetTotal - lua/mr/data/duplicator/sh_duplicator.lua:147
2. RenderProgress - lua/mr/data/duplicator/cl_duplicator.lua:155
3. v - lua/mr/data/duplicator/cl_duplicator.lua:45
4. unknown - lua/includes/modules/hook.lua:96
Xalalau  [author] Nov 16 @ 5:17am 
Paste the error here
ꑭAlybraꑭ Nov 16 @ 3:59am 
Weird. Was working fine yesterday, but now it just gives a whole bunch of errors and inability to open spawnmenu also removing hud.
camodogaming Oct 23 @ 7:33am 
how do i fix that
Xalalau  [author] Oct 21 @ 3:50pm 
Any script errors?