vertex lighting is the same kind of lighting that directx uses. so whatever directx can do, EdzUp's system can't do any better.
and as jfk said, vertex lighting is called that for a reason - the light is calculated per-vertex and interpolated across the faces. so with high-poly models, it looks pretty nice, but with low-poly models (which your levels usually are in comparison to the character), vertex lighting is rather inaccurate and ugly.
there are a few methods to do what you want.. realtime lightmapping, and pixel lighting for two. pixel lighting requires shader support, so you can pretty much rule that out in blitz ;) and lightmapping, i guess if you can figure it out, that's great :)
i haven't used sswift's system, but can you set the shadow color in it? possibly you could project colored shadows as light. then again, i wouldn't imagine they're soft shadows, are they? so they probably wouldn't look a whole lot like light..
probably a good method would be to render a lightmap at half brightness, then use the multiply by 2 blending flag for the lightmap on the level. then you could move lights around as you needed them (as you can only have 8) and since you've got the multiply by 2 blending flag on, it would light up the lightmap to brighter than usual, so you could make flickering lights. :)
and as jfk said, vertex lighting is called that for a reason - the light is calculated per-vertex and interpolated across the faces. so with high-poly models, it looks pretty nice, but with low-poly models (which your levels usually are in comparison to the character), vertex lighting is rather inaccurate and ugly.
there are a few methods to do what you want.. realtime lightmapping, and pixel lighting for two. pixel lighting requires shader support, so you can pretty much rule that out in blitz ;) and lightmapping, i guess if you can figure it out, that's great :)
i haven't used sswift's system, but can you set the shadow color in it? possibly you could project colored shadows as light. then again, i wouldn't imagine they're soft shadows, are they? so they probably wouldn't look a whole lot like light..
probably a good method would be to render a lightmap at half brightness, then use the multiply by 2 blending flag for the lightmap on the level. then you could move lights around as you needed them (as you can only have 8) and since you've got the multiply by 2 blending flag on, it would light up the lightmap to brighter than usual, so you could make flickering lights. :)