I've encountered an issue trying to make a reflective floor for my building interior. The floor is totally flat and has a NiAlphaProperty attached. The diffuse map has a white-ish / grey-ish alpha channel to use for the transparency. Then, slightly beneath the floor, there's some opaque placeable water which is fully reflective. Together they create a nice illusion of a slightly reflective floor.
The floor has about 6 lights (or 'lamps') lighting it in different spots, however when the transparency is applied only 2 of them work. Depending on your location and the direction you're facing different lights will flick on and off. I have no idea what's causing it other than that it's definitely nothing to do with the reflective placeable water since this happens before I even bring that into the equation. Maybe things with with a NiAlphaProperty attached can only be lit by a maximum of two lights? But that just seems absurd. It's also worth noting the lights all still work on the walls and ceiling - they only flick off on the floor.
I uploaded a short (20 second) video to youtube to demonstrate what happens: http://www.youtube.com/watch?v=aszn36lxfr4
I extracted a windowed vault piece and tried changing my floor settings to match the window's but that didn't work... I really have no idea how to fix this. The other thing I'll mention is the floor is quite large (but it's a single object). It's also part of the same mesh as my walls in the video. I don't know whether that's relevant or not.
Anyhow, I'd really appreciate it if someone is able to help me with this. This doesn't seem to be anything to do with the GECK, but I'm not sure where to post this.