This might be an easy fix for some of you but how do I get lighting to work on z elevated 3d objects? As an example, imagine the player has a torch. I can successfully provide realistic lighting as it pertains to the floor, but when I try to apply this to things like walls, which in my case are around 16 Z high, I can't get it to work. I've tried other methods, such as having the 3d objects opacity automatically fade in/out relative to if the lighting sprite is overlapping a wall, and while this works wonderfully in some regards, it ends up being kinda sucky since the wall ends up see through... the other way I thought to do this was to use another light, this time on a 2d layer AND a 3d layer, but I'm not sure how to cut off the 2d layer light after so much distance... anyways.. hope this makes some sense.. any takers?