From: Patrick Playfair
Anything I am missing or any tips?
It's complicated, and as mentioned, doesn't work very well.
Light sources light up objects much farther away than they can be seen. That is, a light source will cast light on your prims from, say, 200m away (and from well into neighboring sims), but you will only be able to see the source, looking at it directly, from 50m or so.
You will not be able to see a light source if there is another prim blocking your view; but prims are totally transparent to local lighting (they cast no shadows on other prims -- but note that sunlight does cast a vague sort of shadow). So a light source hidden in a box can be very difficult to find.
I have chased down light sources by rezzing a cube and moving it from place to place to home in on the light source. If you find that a neighbor has prims set to light, you might have a conversation with him. Sometimes "full bright" works fine.
Light only falls on the vertices of the triangles which make up prim surfaces. Brightness is then averaged or bled onto the surface. For many small triangles (think SL spheres), this looks okay, but a 10x10 square surface is made up of two triangles. Try putting a bright light near a corner of a big square at night and you will see the triangles that make it up.
This scheme is intrinsic to OpenGL, but it means that unless you place prims carefully, you will see seams between them with local lighting on.
The implementation also has bugs (at least I guess so). If you top-size a square surface to zero (so that it is a triangle), the distribution of light will be different when it is rotated 180 degrees about the vertical axis. Go figure.
It seems like, by taking the time to get familiar with this behavior, you might be able to make something that looks good (like, don't use top-sized squares for triangles when cut squares will do); but I never got that good; and it seems that LL will start from scratch again soon, which means that all that investigation might be for naught!
Good luck if you decide to give it a go. IM me in-world if you like and I'll try and help.
--Allie