OK, lighting in JK is pretty tricky. In our world, light bounces off of stuff and tends to fill a whole room with light with only 1 light source. This, however, is untrue in JK. JK tells a single vertex how much light to emit. In JED, a single round light is built at a certain cercomference based on the light size, and a certain intensity. If a vertex falls within the bounds of the light, it is lit. Light lives in vertices as well as the edges and cleaves that follow them. Thus 2 vertices that have a cleave intersecting them will 'scue' light in that direction. To get realistic shadows, an editor has to find all the angles and cotrol all of the different vertices to make sure the lighting looks good.
The lighter plugin, however, takes the location of a single light[that's the drawback, but surface lighting can fix that] and calculates all of the angles and cleaves everything up to maximize the light you've added to your level. It also works on multiple layers. That is, if you have one room on one layer, you can light it with a single light, and another room on another layer with another light.
A small note about lighting: Surface lights tell a certain surface in a level how much light to have. The only drawback to this is that it won't be effected by dynamic lighting like shooting it with a blaster or turning on the field light. However, surface lighting can be added to a lit surface to simulate 'bouncing' of light. Surface lighting is controled via face mode by pressing enter and changing the surface light value at the bottom.
Dynamic lights are thing lights [see the tutorial about them] that light levels dynamically so that they effect 3DOs. Normal light doesn't touch 3DOs except a general overal surface tinting. Dynamic lighting will cast semi-shadows on your models, but isn't really 'hindered' by objects so you might get some odd lighting [see the worms model thread in the editing forum].
Hopefuly that all makes sense to you. Ask if you don't understand.
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