- The texture has a small (2 or 3 pixels) of transparency across the top.
- The texture coordinates used for most of the wagon are (1, 0) - i.e. in the transparent area.
- The shader name is set to a non-alpha blending one (TexDiff) so no alpha blending occurs when drawing normally.
- The shadow generation does not take the shader name in to account, so considers it transparent. This is the bug.
I tried editing the texture to not have the small transparent bit at the top, and that did make it produce a shadow but it also went a bit grey instead of white... though that could just be because I used my own experimental .ace editor.
So I think the result here is that using areas of a texture that have transparency with a shader name that ignores transparency (to get solid visuals) doesn't produce shadows. It is, unfortunately, not so simple to fix. :bigboss: