Hello.

When attempting to compile a map with a custom lightmapped shader, it
seems something in the compile process doesn't recognize it as being a
lightmapped surface and doesn't save any lightmap data to it, this
results in those surfaces appearing fullbright. However, If you rename
them to the normal "LightmappedGeneric", compile, then rename to your
custom shader afterward it works fine.

I'm currently using a perl script to mass rename the contents of the
vmt's back and forth but that's an unacceptable solution for the long
term.

I've also tried iterating materials at runtime and calling SetShader()
on them, but they just show up as grey afterward.

Any ideas?

-Helk

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