First of all, i want to say that you´r Engine is fuc**** Amazing!
I love Java and i programming Games, mods and maps for years.
But i havnt seen such a powerfull Java Engine before.
To my probelm:
I use Cinema4D and OgreExporter for the Models and in some case the light
seems to be buggy. The Materials are all UVW-Textures and when i open the level-chunks
in the SceneComposer then i have same light problem so it must be a
Material or a mesh issue (I think).
Here are some Images:
I use a Flashlight (Spotlight) with ColorRGBA.White.mult(2.0f) and AmbientLight with ColorRGBA.White.mult(1.3f).
As you can see the shadows are showen different although they have the same material and ShadowMode.
The mesh´s are Triangulated. I try to figure out for 2 weeks and search in the Forum, but i cant find a solution.
I have edit the material file manuell, but nothing changed.
Hm ok. Looked up online for that, in Cinema4D there are 2 Options to edit Normals of Faces.
Under “Options -> Normals” you can display the Normals of the faces of the Model.
As you can see, all Normals of the Faces of the Model are in the right direction.
There are 2 Options in Cinema4D: First is “align Normal”. Secound is “Switch Normal”.
Both options didn´t help me with my issue. I´ve also install a plugin for better Normals handling, called “Normal Tag” and read in Forums about it.
But NOTHING changed. The only change is, that the Faces shown up or not.
I copy/paste Models without this light bug for testing, and they even have the same Problem, if i rotate them. Are you sure that it has to do with the Normals?
ohh and by the way … sry for my bad english
EDIT: Ok, it has definitly to do with Normals. But cant figure out what i am doing wrong
EDIT2: I ´ve solved my problem, i created own faces (with Polygone creator) above every Object in the Scene. This is very inconvenient and i am afraid that this caoused perfomance problems to my FPS in the Game …
Hope there is still another way to doing this
The ceiling, floor, and picture on the wall don’t have normals facing out of them - this would explain the incorrect lighting/shadows. They need to be facing out like the walls on the sides.