全面战争:战锤3

全面战争:战锤3

Campaign Overview Camera
Weissrolf  [开发者] 11 月 28 日 上午 1:27
Level of Detail and Shadows
@Rustic

The draw distances (camera height and plane) I work with are all only camera related:
- The distance (circle) at what settlement/army icons and names are fading out. Because this is a distance from the camera it is affected by tilt. With my mod all settlement names stay on screen at top-down view, but you can see them fade out in the distance when the camera is tilted.
- The camera height at which the map switches to a "simpler representation" without weather effects and different shadows and then with or without parchment overlay. My camera mod goes right from full view into camera view.
- The distance (aka plane) at which the map is drawn. This is what makes the circular view you see in my first screenshot (with fog of war disabled). If I increased this then the map would stick out of the fog of war at certain zoom levels. And because this defines the plane (height) at which the map resides the size of the circle's size changes. Actually there are two such planes, one "near" and one "far", I only modify the "far" one to manage zooming all the way out.

What you describe seems to be another circular distance that my mod has no control over. There are at least two of these: one for level of detail at the far distance (horizon when you tilt the camera) and one that changes shadows. The former is hidden away by tilt and ground fog and one reason why I had to fine-tune when to lift the fog and when to keep it.

The latter seems to be somewhat broken and usually also hidden partially by fog. What happens is that a present shadow (peaks, trees) vanishes towards the lower screen border when you zoom out while a new shadow overlay appears from the upper screen border. The more you zoom out the more this happens. But this seems to be at least a partial bug, because you can temporarily fix it by switching to the parchment map view and then zooming back in. Curiously the same can happen with Ogre camps (icons/text).

My mod has no control over these shadows other than it removing ground fog at a certain camera height. Lighting and weather mods might affect these, though. There also seems to be a LOD (level of detail) step for both map details and shadows that switches shortly before my mod activates the archment map. Usually these things are hidden by narrow camera field of view and low camera height (cannot zoom out as far). I could activate the parchment map a bit earlier, though.
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Weissrolf  [开发者] 11 月 28 日 上午 1:52 
In your Mount Thug example, when I press TAB twice (parchment on/off) it fixes the shadows at any distance. But once you move the view far enough and come back the shadow popping in/out happens again. I consider this a bug or at least quirk of the rather unoptimized engine.
Weissrolf  [开发者] 11 月 28 日 上午 1:59 
Looking further into it, it seems that the game keeps forgetting its "Shadow Details" setting for ground/mountain shadows while tree shadows are properly affected. What this means is that at lower shadow detail settings ground/mountain shadows vanish first as you zoom out and then tree shadow vanish at greather camera height.

Setting higher Shadow Details keeps the tree shadows from vanishing, but it doesn't keep the ground/mountain shadows from vanishing. This is why you see the trees casting a shadow into that Mount Thug valley while the mountain shadows vanish. Switching the parchment map on/off fixes it temporarily for the particular area you last zoom in to until you move the camera to another map area too far.
Weissrolf  [开发者] 11 月 28 日 上午 2:14 
When this happens then the mountain shadows are dropped (disabled) at even lower level (camera height) than using "Medium" Shadow Details.
so will you increase it then?
Weissrolf  [开发者] 11 月 28 日 上午 7:53 
I asked in the "Community bugfix" Discord channel if this can be fixed via community/modder means and the answer was:

> We can't fix rendering issues, unfortunately.
Weissrolf  [开发者] 11 月 28 日 上午 7:54 
This is also something that cannot be hidden by fog or camera angles, as it happens close to the center of the screen and even with mountains inside fog of war.

I tried finding database entries that might affect any of this, but didn't find any. But that's also why I asked the Community Bugfix people, because I only just did this one mod over the last week with no former experience.
最后由 Weissrolf 编辑于; 11 月 28 日 上午 7:55
I had what i thought was going to be a less in-depth question or with a simple answer of yes or no!
Im kind of blown away by the level of work and effort you put into explaining this all to lil-ol'-me. Thank you very much :3

It makes sense i guess why i haven't seen any mods that change these values... It's really a personal pet peeve when everything else looks so immersive, especially on Extreme shadows :\
Weissrolf  [开发者] 11 月 29 日 上午 1:49 
I got curious about this myself, especially because I only noticed it shortly before you posted (no surprise with the amount of "camera" testing I had to do). Really seems like a bug.

There is another glitch I couldn't fix: region border are cut off quite a bit of distance before the edges of the screen at higher angles. That also looks odd, but is a drawback we need to live with in return for more "overview". :steamsad:
Weissrolf  [开发者] 11 月 29 日 上午 2:26 
Searching through the files I *did* find shadow detail related settings. These are in a XML file, though, not a database, so I have to ask around how to even mod these before trying them out.
please do that then!
you are doing god's work!
lol.
Ohohoho! Please AND thank you in advance <3
Weissrolf  [开发者] 11 月 30 日 上午 11:31 
There are shadow related settings in a XML file, called "shadow split" 0 to 3 for all four levels of shadow details settings. But no matter what I change in this file I don't see any difference (same for settings like campaign tree culling). Searching the web about "shadow split" doesn't return anything, except for a single question on the TW Discord that wasn't ever answered.
最后由 Weissrolf 编辑于; 11 月 30 日 上午 11:32
Weissrolf  [开发者] 12 月 1 日 上午 7:06 
Turns out that "shadow split" does indeed control how different detail levels of shadows are blending in/out. But: it doesn't work for mountain shadows in a way that solves the problem.

And even if it would then the corresponding mod pack has to be saved in a "movie" format that is not distributable via Steam workshop. In the end this is a bug that you have to report to CA.

Alternatively you can lower Shadow Details settings to "Medium". This way at least *all* shadows vanish at the same zoom level. Doesn't make the map prettier, but the overall behavior somewhat more consistent.
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