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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

