Using Lights

There are two lighting methods in Awakening mainly: pre-compute and realtime-compute.  Pre-compute method is apply to static objects ( surface, static mesh... ), and realtime-compute can apply to all objects. For surfaces, lighting data is store in light map images; for static meshs, lighting data is store in vertices. Light map is a good technique, it can use less polygons to represent smooth lighting, "less polygons" is important for real-time 3d scene. Because pre-compute method is not realtime,  it can use more time to calculate ample & detailed lighting, like radiosity, caustics, alpha test, ambient occlusion, etc.

You need check light's  Baked style for pre-compute method.

To create a light:
1. Click the drop down arrow right at in the main toolbar, select 'Light' in the popup menu. 
2. Then click in viewport, you will see a white wireframe hexahedron (this is a Point Light).
3. Set the light's parameters in Properties Panel, include Name, Color, Type, etc.

Dynamic Lights:

1. Check Dynamic style in Properties Panel ( means light's position is not fixed ).
2. Click the button in the main toolbar to run scene, you'll see the light illuminate around immediately. 
3. You can check Shake style let light flicker like candela.
4. A
Dynamic Lightmap light always lighting 16 X 16 pixels in surface's lightmap image; 16*Sample spacing X 16*Sample spacing for lightmapped terrain.

( You can change the dynamic lighting range by the console variable "r_dynamiclightmap_range", it's default value is 8 )

Specular Spot:

Specular Spot is a effect on surface to simulate specular reflection ( see the floor in "Hall" demo ). To use the effect, you should first check light's Specular Spot style (need by script: light.setStyle( orDWORD( light.getStyle(), LS_SPECULARSPOT ) ) ), also check surface's Specular Spot style.