It's all matter of static meshes. If your whole area, let's say terrain, is sm then no-shadow directional light even with a large radius won't effect performance at all(tested). If that light touches any bsp surface, forget about it. But then, with only static meshes, you'll have to mess around with the problem of light leaking through static meshes, in case of directional light.One cannot make a good-looking daylight mission with this thing, can he*?
What saddens me a bit, we're several years left behind game industry. Everyone ditched bsp around 2000-2002, which is slower. All these next-gen engines, meaning per-pixel ones, are built to use mostly with static meshes. And, successfully, tds is a fine example of them in terms of renderer. That "success" might be unfortunate in our case, because of the known static mesh import issue.we have to be careful with the lights.
You can make 15-20 times larger and detailed levels and run perfectly fine on current hardware if the whole level is made of static meshes in t3ed. That's what the trend is anyway. Maybe trend is not the right word, more like a mandatory thing. Take any unreal engine 3 level or crysis, the bsp/static mesh ratio is almost 10/90 percent.
Even, take two split-up original missions from tds. Go through the painful process of uv-mapping and turn the whole level into chunks of static meshes. Batch import them back to editor, merge them, you won't even hit vertex pool limit, meaning they would have even worked at xbox if they had gone this route.
I tend to get little bit off topic nowadays easily, I hope you folks don't mind it much.
Ok back on topic:
I *think* I know what you mean, that also annoys me from time to time. It's a matter of realism in my case, I mean street light give out "bulb" light and it's color has to match and torch lights should look like "fire" light, right?I wish it had more saturation while having no "colorful" color at the same time. Does it make sense?
Can you guys suggest me on some idea for light sources for terrain/cave levels? I mean default crystal/mushroom combinations gets boring after a while, what's there to light up a cave other than torch light which will give and should all the time brownish tones? I don't like the idea of "magical" pagan blue fires.
In your case Beleg,(I'm talking about the last screenshot) add a torch inside the arch area on the lower left corner and make a bit brighter than usual, lower its saturation and make its radius smaller than usual. Maybe you tried that already, if not, hope it might give you an idea.