Sun Apr 15, 2012 7:45 pm by Spike
the problem with dp's lights is that you cannot configure the lights to cast shadows along parallel planes. That is, such a light will not be a near-infinite distance away from the ground. You might be able to have a high enough sky for it in rooms you make, but you'll see the shadows move weirdly on eg: start.
DP doesn't really do spotlights either. They're just cubemaps with all but one side masked out. They won't help you with realistic shadows.
You can use TENEBRAE_GFX_DLIGHTS to create a movable dynamic light.
self.light_lev = 3000; //really big light
self.color = '0.5 0.5 0.5'; //white light that won't wash out everything else
self.style = 0; //lightstyle, so it doesn't flicker
self.pflags = PFLAGS_FULLDYNAMIC; //so its visible even without a model
self.angles = vectoangles(lightdirection); //rotate the cubemap to face some spot
self.skin = 5; //cubemap number, cubemaps/%i%s.tga where %i is the skin and %s is some pos/neg etc thing.
then give it a think function and get it to move to some spot based upon the result of sin/cos.
like I say, I don't think cubemaps will be that useful to you, other than perhaps for simulating a cloud layer? so you probably want to set skin to 0.