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wreck shadow anomaly in modded game

Posted: Mon Oct 16, 2023 7:35 am
by Aetius2
Hi Steve, I've noticed an anomaly displaying shadows for wreck graphics.
This is only visible when playing a single battle in a modded game.
When a single battle is played, the engine randomly places wrecks and shell holes on the map.
The shadow of the randomly placed wreck is the one taken from the "Shadows.azp" file from the stock game and not the modded "Shadows.azp" file from the mod folder.

Here's an example to illustrate what I mean:
For the Angriff mod the "Shadows.azp" in the mod/graphics folder was adjusted for the German and Soviet vehicles.
Screenshots are from the "Angriff" mod, both display a "SdKfz 222", left image is from a single battle where the engine has randomly placed a "SdKfz 222" wreck, right image is from an operation where a "SdKfz 222" was destroyed in a previous battle.
Notice the difference between the two.

Could you look into the code and see if it can be easily adjusted?

Thanks in advance
wreck anomaly.jpg
wreck anomaly.jpg (249.58 KiB) Viewed 609 times

Re: wreck shadow anomaly in modded game

Posted: Tue Oct 17, 2023 2:40 pm
by SteveMcClaire
My initial guess is that the previously destroyed vehicle was 'titled' and the shadow shown reflects this. Internally the engine does 'tilt' vehicles according to the terrain beneath them, which can effect the facing and angle of impact of incoming fire. Randomly created wrecks are (I suspect) created level, without angling over the underlying terrain.

I will make a note of it but a relatively minor graphical issue like this will be fairly low priority. So it will probably be a while before I have an opportunity to investigate.

Re: wreck shadow anomaly in modded game

Posted: Wed Oct 18, 2023 5:48 am
by Aetius2
The terrain is flat on that map (both screenshots were made on the same map).
I hadn't thought of the tilt angle, the shadow editing tool "CCVehShEdit" probably edits only 360°shadow graphics (64images) for one tilt angle.

I realize this is only a minor issue and has low priority, but with a new patch in the pipeline, I thought I'd mention it so if it can be adjusted, it will be released together.