The wooden floor and the marble should be both dark! Why are they lightened?
I presume it has nothing to do with AMBIANT LIGHT: the 3 sliders (AmbR, AmbG,AmbB) are set to 0. (The World Buttons also contain the sliders to define the Ambient light. The effect of Ambient light is to provide a very simple alternative to Global Illumination, inasmuch as it lights up shadows.)
Do you know how to change the faces so that they are shaded by the light? If not, select your object then go into uv face select mode. select one face and go into the edit buttons then to the texture face panel. In there just hit the light button. now select all of the faces on your object and hit copy draw mode.
No i am affraid I dont understand everyting…
It sounds like what you says is: I will replace the face by a face shaded?
So it will reproduce the light effects created on a “normal mode”?
example: i have a black wall with a spot light in the middle. I am going to copy this “face+the light/shadow effect on this face” to the normal face, so in the game engine its reproduces it, like a simple textured face.?
I also didnt find all the options you said to me especially “GO INTO THE EDIT BUTTON”
Hey, I posted on your other thread about radiosity, but in case you didn’t see that yet, I’ll tell you here as well. I get the impression that you want to create a custom lighting atmosphere by illuminating certain areas with different lights. You can do this very easily with Blender’s radiosity function, but it is a bit tricky to learn. Social posted a link to a tutorial on using radiosity on your other thread. If you don’t have a copy of the HTML version of the Blender 2.3 manual, download it from Blender3d.org’s documentation page. It will be your new best friend. Read the Ch. 18 “Radiosity” to learn how to produce what you’re looking for. You can still apply textures to your radiosity solution the same way you did to the original meshes.
-lights(lamp) put on another layer than the one whre the objects are
-brightness on the texture (under the texture button/color)
-material itself too bright or reflecting too many light
-ambiant light of the world (check world setings)