Hmm. I'll try that, but IIRC when I set it up with that, it still didn't respect the point sources correctly, for interior geometry (as opposed to scene objects), and still reads as "flat, but wrong".
But there's a solution, I think.
I actually think the best way is to designate your "interior scene" with scene objects (i.e. regular props), just use a hidden triangle for the "scene" and a collision mesh. Should be possible with very minor renaming of things in OpenBRF and a little script-fu. Why? Because they get treated differently by the lights, no matter what shader is operating. Why? I don't know, but they do.
OFC, what I was *really* trying to figure out at the time is why the engine won't pre-burn the low-resolution shadowmap multiple times if the scene contains point sources, but only utilizes sun lights, which annoys me a lot (characters cast shadows, practically nothing else does, it makes everything feel very flat).
If anybody has a solution for *that*, I would love to hear about it, but I'm fairly certain it's an engine issue- it should be creating a blended shadowmap from all the point sources, but it really just ignores all the geometry. You can test that by setting interior scenes to be exterior... voila, everything works then, but the shadowmaps are all screwy because it only uses the sun to generate the map- very annoying.