Lol, well it's not an easy subject - here's my response. I am using CAPITALS just to emphasise what the differences are, I am not shouting at you!
You said : "2, I can, just did, drag a Light hap file in to change the lighting and I think this disagrees with your statement of " It's not possible to add lights to a scene once the scene is loaded ".My reply : Like I said, it is NOT possible to ADD lights to a Haptek scene after that scene has loaded. All you are able to do is control the lights ALREADY in the scene and that's why the light haps work - because most models have a default set of lights which get loaded at run-time. The light haps are changing the properties of the lights ALREADY in the scene.
You said: "3, that Hap Explorer only adjust's the material's properties - like their reflective, ambient and diffuse qualities.
I'd add it controls ambient light and the Specullar Power of some lighting."My reply : Hap Explorer does NOT control any LIGHTS, all it controls is the MATERIAL PROPERTIES (the exception is; you can adjust the light settings if you load a light-effecting Hap file to target the PRE-EXISTING lights). Hap Explorer can alter the Ambient and Specular Power of the MATERIALS but this is not the LIGHTS.
You said: "4, " That's why those light haps you mention work as they target the lights already in the scene." you seem to disagree with the statement in 2,"My reply : It does not really disagree with 2, because I later said that it IS POSSIBLE to control lights ALREADY in the scene.
Key points :
MATERIALS = the surface of the models and the way they react to light. Controllable by Hap Explorer with the sliders.
LIGHTS = actual light sources in the scene. Not controllable by Hap Explorer directly APART from being able to load light-effecting Hap files. YES they can be ADJUSTED with a Hap file, but new or extra light sources cannot be added after the scene has fully loaded. To add more lights you need to do external work on your lighting file.
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Then you went on to the fullbodylight.hap...
You said : "So we have the Ambient light and a directional light which must be Specular Power."My reply : Not really sure what you mean there, the directional light is not Specular power, directional light is as it's name suggests...a light-source shining in a certain direction. My best understanding of Specular power is that it is a material's shininess or gloss.
That's about the limit of my understanding, I hope it makes some sense. I'm still learning here too and am only reporting back what I have found to be true with Haptek. I might be slightly off on my definitions, but from what I have learnt from working on Explorer and things this is the way it seems to work.
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There's a good page at Haptek which says pretty much the same as what I have posted here. Here's a quick quote from it :
"Lights are initialized in a lighting file, which is loaded by the scene file as described above. An example lighting file is "StandardLight.hap", installed with the player. A lighting file is the only place to create a light. They cannot be added to the scene during runtime. Once a light exists in the scene, its properties such as Color, Type, Position, and Direction may be modified with the \SetLight command. At this time, only Point, Directional, and Ambient lights are supported. Spot lights and Slide Projector lights may be added in the future."
You can find that page here :
http://www.haptek.com/developers/HaptekGuide4/MakinContent/scene/In the end we will get there ! Finally, thanks for saying 'thanks', I'm glad you have found the program useful.