Introduction

After loading a level, open View → Material Mapping Editor to launch the mapping editor — the window itself is titled Edit Material Mapping, shown below. It manages named sets of From → To material remaps stored in the level's WORLD/MATERIAL_MAPPINGS.PAK.

The Edit Material Mapping window with the bsp_torrens/bridge/walls_padded_01 set selected in the folder tree on the left and its eight From/To material remaps listed on the right.

The Material Mapping Editor: mapping sets on the left, the selected set's From → To rows on the right.

Material remappings are applied to composite instances via their mapping parameter: select the mapping row in the entity inspector and click the … button at the right of its value, as shown below — this opens the same window as a picker with a Select Set button. That remaps materials on ModelReference entities within that instance's immediate child composite — without editing the materials themselves.

The entity inspector for a composite instance with the mapping parameter row selected, showing the set name and the ... button that opens the picker.

A composite instance's mapping parameter in the entity inspector; the … button opens the Material Mapping Editor as a picker.

Note: mappings are written back to MATERIAL_MAPPINGS.PAK and applied to the level's placed models when you save, so the game shows the remapped materials on its next launch.

This is separate from the Material Editor, which edits a material's samplers, features, and shader parameters.

Mapping Sets

The left tree lists mapping sets for the loaded level. Names with / show as folders. Every retail level ships the same library of around a thousand sets, grouped by level and room (e.g. bsp_torrens/bridge/walls_padded_01), so the tree is long — expand the folder for the area you're working in, as in the screenshot above.

Click Add New Set, enter a unique Name:, then OK to create an empty set (the dialog is shown below). Names are compared case-insensitively and a duplicate is refused with a Duplicate Name warning. There isn't a rename or delete-set action in the editor — only add sets and edit the rows inside them.

The Add New Material Mapping Set dialog with a Name field containing mymod/bridge/orange_trim.

Add New Set: a name containing / is shown as nested folders in the tree.

When the window is opened as a picker, Select Set applies the highlighted set to the entity (or to every entity in a multi-selection) and closes the window; the set the entity currently uses is pre-selected when the picker opens, as shown below.

The Material Mapping Editor in picker mode with the entity's current set pre-selected and a Select Set button shown beneath the tree.

Picker mode: the entity's current set is pre-selected and Select Set applies the highlighted set to the entity.

From → To Mappings

Select a set to show its mappings in the From / To list on the right. Remaps apply when material names match exactly (case-sensitive).

  • Add Mapping — opens a small dialog with From: / To: fields; type a material name or use Browse… to pick one from the Material Editor
  • Double-click a row — Edit Mapping, the same dialog pre-filled with that row's From and To (shown below)
  • Edit From / Edit To — with a row selected, open the Material Editor as a picker for that row's From or To material; choose one and click Use This Material
  • Remove Mapping (or Delete) — remove the selected row

The Edit Mapping dialog showing a From: field and a To: field, each with a Browse... button, and OK and Cancel buttons.

Add Mapping and Edit Mapping share this dialog; Browse… opens the Material Editor as a picker.

Edits apply in memory immediately; connected Viewport views can update without waiting for a disk save.

Saving

The mapping editor has no separate Save button. Persist changes with File → Save Level (Ctrl+S), which writes WORLD/MATERIAL_MAPPINGS.PAK (or the patched-level equivalent under _PATCH).

Saving closes the game if it's running so install files aren't locked.

Related Tools

  • Material Editor — edit material look; also used here as the From/To picker
  • Texture Editor — textures assigned on materials that mappings point at
  • Model Editor — models whose materials can be remapped at instance time
  • Viewport — live preview of mapping changes when connected