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Light mapping doesn't create shadow?
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[quote][b]VP[/b] wrote: You can also enable irrlicht settings in "menu>view", then when you restart coppercube, you will get access to a lot more options for the material settings for each texture. Generally, static light mapping is used with normal-maps (an additional texture) to generate bump-detailed shadows onto the first texture - if the second texture is missing, the static-light mapping will behave exactly the same as "none". As well as the additional normal-map textures, you also need a static light source in the scene to enable static light-mapping. Dynamic lighting is used to create natural shadows - and realtime shadows calculates the occlusion of objects in realtime. There are additional settings for all of them such as shadow detail, resolution, shininess etc. but it will require a little experimentation to get the effect you're after. [b]just_in_case[/b] has been doing a lot of research into making his own shaders for coppercube, he has a few plugins available for creating reflection and roughness. Personally, I use dynamic textures on anything that moves, so the shadow behaves naturally - and "dynamic" on almost everything else. I use "none" on things that are not a major part of the scene so the engine isn't wasting resources calculating lighting on something in the background which will never be seen close up. I then use static/normal-mapped textures on detailed things like guns because the static-light can be used to impart more detail than the texture can and can also create a muzzle flash by reflecting light off the model. Also, in irrlicht settings, there is "emission" for the textures so you can create a glow of light and adjust the perceived brightness of your textures/materials. If you don't want dynamic lighting on terrain, you can import a terrain-map model instead (I think it also works on height-map terrains, but not sure- [b] Robo [/b]would know) and then simply select the lighting method in the material tab of your new terrain model.[/quote]
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