When a map is compilied, any non-model mesh has its UV maps moved around compared to what it looks like in the viewport.
Any uv map that is larger/outside the "normal" uv/texture space
To Reproduce
Use the attached addon
Open the included map in hammer
See that the 4 objects are each 1 solid different color with the custom shader being used (The objects were imported from a FBX)
Compile the map and load into it, the objects colors are now messed up
Expected behavior
To have mesh UV maps retain their current positions on compile.
(The shader's main purpose is to color the objects based on current uv positions)
Describe the bug
When a map is compilied, any non-model mesh has its UV maps moved around compared to what it looks like in the viewport. Any uv map that is larger/outside the "normal" uv/texture space
To Reproduce
Use the attached addon Open the included map in hammer See that the 4 objects are each 1 solid different color with the custom shader being used (The objects were imported from a FBX) Compile the map and load into it, the objects colors are now messed up
Expected behavior
To have mesh UV maps retain their current positions on compile. (The shader's main purpose is to color the objects based on current uv positions)
Media/Files
4_way_switch_testing.zip
Blender screenshot:
Hammer viewport:
In-game:
Additional context
No response