Hi
I need global illumination for my game for simulate day light but i don’t know how to do it.
the shadow is too dark :spin:
i use the NormalMap.py used in graphicsdemo 2.43

thx 
Hi
I need global illumination for my game for simulate day light but i don’t know how to do it.
the shadow is too dark :spin:
i use the NormalMap.py used in graphicsdemo 2.43

thx 
Real Global Illumination in games is only barely starting to show up even on the absolute latest GPU’s.
It won’t happen for at least a while, all the bugs have to be squashed first.
how can i make the shadow transparent ? 
Hello
add some more lamps ( three?) an place them at cardinal points ( check “distance”)
Bye
I can use Emit in material and i have that i want with it, but when normalMap is activate, Emit don’t work. 
I can’t use more than 1 lamp, because i forgot where is the normalMap code for multi-lamp
You will have to understand the shader script a little to do it,
basically you want a formula like
(light0color * dot0+
light1color * dot1+
ambientcolor) * texture
that will be like 2 lights and ambient light, which is suitable for most things
you would set the ambient light in the script probably, like 0.1,0.1,0.12
If you want to use (fake) GI and soft static shadows, along with your paralax shader, try a bleeding edge version of Crystalspace.
Then you can have as many lamps as you want.
The parallax shader in CS is much more usable than the one in BGE.
You will be able to use more poligones and textures too.
Ben could optimize everything after fixing the bugs so if that happens the BGE will be a lot faster.:yes:
ok i find the setting to have that i want :
float diff = max(dot(lv,nv), 0.0);
change 0.0 by that you want.
here with 0.5 :

thx for ur help 
that will give you a bad, or strange, lighting curve. a low light will give you the same as no light for example, it should be more like
diff * lightcolor + ambientcolor
float diff = max(dot(lv,nv), 0.0)+0.5; is ok
or
vec4 diff_pass = colormap*(diff*diffuse_color+0.5); is ok too but darker
this two method have the same light geometry than the original.
float diff = max(dot(lv,nv), 0.x); isn’t the same.
Nice your Mr. Muscle…but take care with the poly count?!
3350 poly it’s correct i think
his name is Dark Pouet Pouet , he has destroyed corrupted heroes with his brother
Dark Blaspheme :
.
but the corrupt heroes will reappear and the game will begin here.
It will be a beat them all. If i find more motivation :ba:
350 will be perfect!!
If you’ll have one or two characters only and a little demo?! Mouais?!
For a complete game it’s probably too much?!