I'm working on a tile-based system, both to make maps easily reconfigurable, and because the game involves square-based movement.
All has been going well so far, and I've come up with a small level:
(Don't mind the lazy models & textures -- they're just placeholders 'til I get the code running right)
However, when I tried adding lighting to the level, everything went to hell. This screenshot has about 5-6 lights in it, and as you can see, the light hits the tiles strangely and results in a very ugly looking map.
My initial reaction was that, if I added ambient lighting, the darkest areas wouldn't look so bad and the odd shading might not be a big deal.
However, I was originally exporting from Blender into .obj models -- and through a very frustrating bit of trial and error, I eventually realized that .obj models don't pick up ambient lighting for some reason.
So, with that in mind, I redid the models, this time exporting them in the .x format.
The good news? .x models do pick up ambient lighting correctly. The bad news? That's about all they seem to pick up correctly.
The lights are either 100% white or disabled. No amount of tweaking the colors or radius would make them any dimmer. Also, as you can see, the shadows around the character models are about 4 times bigger than they ought to be (I tried NORMALIZE_NORMALS to no success).
So, at this point, I'm completely stumped. I don't know if I'm just overlooking something, or if I should try a different model format, or what. Clearly, other people aren't having the same problems (or, if they are, I couldn't find their posts).
Does anyone have any suggestions?


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