Shadows in game engine and multiple lights=Bad results

Hi!
Im using lamps like the standard lamp and spot lights…
So anyways, first, the standard lamp doesnt make shadows at all…
It it only makes the objects lighter in red color (as wished)
But the light goes through walls, if u know what i meen…
So anyways, the second problem is that when I have my light on my gun…
If i direct it to a textured wall, then it will light it up, but if i slowly push it more and more parrarel to the wall, then it will go totaly dark, just like that,!
Also, if i go to close to the object it doesnt either get the light, even tho the light source is a bit away from the wall…
Why?

Thanks for reading, more thanks for helping :smiley:

Lamps always go through walls in the GE, no way to fix it. use hemi lights for ambient light (if you want) and for central light use spots. Although, spots lag the GE after a few of them are added.

It’s a lose lost situation.

Experiment with area lights (never had time to) in the GE. See how they work.

ty, but still, the light stops when u get to close to a wall… Why?

The light stopping when you get close to a wall: The light rays are illuminating perpendicular surfaces the most. When the light is that close the angles are too large and you get a small point reflection and a dark wall.

Try the different light falloff settings, and try changing the specularity settings on the wall material.

The problem with the spotlight on the gun: change the clipping settings, and maybe move the light so it’s inside the character collision box.

Now it works great…
I made so the wall got material, and then you can see the lightspot on it…
But if i use materials the textures wont show, even tho i got TexFace enabled…
Why?

Becasue TexFace does not work in GLSL mode (the developers have expressed that they do not consider this a bug).

Add a texture channel to your material. Set the “Map To” to UV. Go to the texture buttons and set the Texture to “Image,” then select your texture file from the loading list. Should work at that point in time.

Also, I believe you have to use image textures.
Procedural textures don’t show up in the GE.

Ok, so now I’v added the texture…
But it looks really weard…
The texture is a brick wall…
But it seems streached in the y axis cause all texturing the wall gets is stripes…
How do I change this?
Cause iv tried to change the yrepeat and the xrepeat but theres no diffrence at all, nomather if i put 100milions in yrepeat or just 1, nothing changes…
Why?:confused:

How is your UV map layed out?
(I don’t know that the repeat thing works in GE either btw)

The uv mapping havnt changed…
Even if i change it the texture stays the same…

Did you set the texture to uv in the map-to tab?

Ahh No…
i didnt, Thanks man =)
Your awsome!
And all of you who have helped me too, You guys are really nice to noobs like me XD