Thanks Tobias. Very valid points.
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.
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.
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
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