I don't understand why you're asking for this.
That is... I don't understand how being able to limit the falloff of a light will imrpove the situation any.
The problem as I see it is that you only have X number of hardware lights, and if you add any more than that then those lights won't affect an object.
I'm not sure if Blitz chooses the X hardware lights closest to an object and uses only those, but when you're talking about a level that's a moot point if the level is all one object everywhere, like a big terrain.
It seems to me that there is a deeper problem that can't be solved by just changing the falloff.
If I was going to try to get lights to work better in Blitz and couldn't muck about with internal strucutres or DirectX hacks, then what I would do is first consider what needs to be lit. And the answer to that is only stuff that is close to the camera, because that's all that can be seen at a particular time.
So what I would consider doing is making a system which calculates the X closest lights to the camera and enables those and disables all others. Furthermore I might go so far as to make lights fade out as I walk away from them so that I don't have lights on in the distance which might be turned off suddenly when I run out of lights after using them for what is up close.
Of course this solution might not fit your specfic case. I'm not sure exactly what you are trying to accomplish and whether or not changing the falloff would help with that.
But if what you are worried about is turning off lights suddenly and seeing that affect the local objects, then you could possibly help that by forcing lights to fade out before they are turned off, and/or altering the lights falloff parameter as it receedes from the camera.
I dunno if that'll be of any help to you, but that's all the ideas I have for improving the lights with what you're given in Blitz.
That is... I don't understand how being able to limit the falloff of a light will imrpove the situation any.
The problem as I see it is that you only have X number of hardware lights, and if you add any more than that then those lights won't affect an object.
I'm not sure if Blitz chooses the X hardware lights closest to an object and uses only those, but when you're talking about a level that's a moot point if the level is all one object everywhere, like a big terrain.
It seems to me that there is a deeper problem that can't be solved by just changing the falloff.
If I was going to try to get lights to work better in Blitz and couldn't muck about with internal strucutres or DirectX hacks, then what I would do is first consider what needs to be lit. And the answer to that is only stuff that is close to the camera, because that's all that can be seen at a particular time.
So what I would consider doing is making a system which calculates the X closest lights to the camera and enables those and disables all others. Furthermore I might go so far as to make lights fade out as I walk away from them so that I don't have lights on in the distance which might be turned off suddenly when I run out of lights after using them for what is up close.
Of course this solution might not fit your specfic case. I'm not sure exactly what you are trying to accomplish and whether or not changing the falloff would help with that.
But if what you are worried about is turning off lights suddenly and seeing that affect the local objects, then you could possibly help that by forcing lights to fade out before they are turned off, and/or altering the lights falloff parameter as it receedes from the camera.
I dunno if that'll be of any help to you, but that's all the ideas I have for improving the lights with what you're given in Blitz.