Thanks Tobias. Very valid points.

Quote:
It looks as if your models are just hanging in the air and you have no lighting in your level at all.


That was just thrown in teststuff. First i want to understand the basics of lighting before i build a real level.

What i complain about here is that a totally black light makes a very brigth light. To see at the hollow cube wall in the back. And that is a clear bug to me. JCL decided that it is not, which is okay. And so this post got moved to this section.

Quote:
Dont use a model for a castle, and dont put your level inside some brick block. Use a sky instead. Put your models on a ground plate, and if its an outdoor level use sun light and ambient instead of a light source.


Yes, i will not use model stuff when i build my level if possible (see below). And yes, i will use a skydome for the level.

Quote:
Have a look at other peoples levels, I think there are enough on AU to get an idea how a level is built. And sure, why don't you read the tutorial as a start?


I have looked at some levels (next way, have a second look). I have read tutorials. And am still at reading tutorials. Besides that am i at experimenting and fiddling and asking here at the forum for help when i don't understand something smile

Quote:
Put your models on a ground plate, and if its an outdoor level use sun light and ambient instead of a light source.


Back to that point. I have a polygonal level at the moment. It uses the multitexture terrainshader. Now guess what happens when i import it as a map, and use sun light and ambient here. FPS of 0.1, and shot down texturing ...

That's why i am at searching for other methods too. First i want to understand every possible way. Then come back to this one and decide if i still use the multitexture terrain shader or better go the map route smile

Last edited by Tiles; 09/18/08 12:34.

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