I don't really know what the relationship is between them, but I have tried that combination in the regular shinywater chain and it didn't seem to work. In regards to the image itself, I'm pretty sure it's real. There's no visibile source of the blue light, it's true, but my guess is it's only because the model that is casting it doesn't have the familiar flare attached. The model that the engine attaches to the placeable when you have LightColor, LightOffsetX, LightOffsetY and LightOffsetZ filled out happens to have a flare on it, but that can be removed and it'll just be a point of light without any clear indicator of source. Here's an example of what I mean. Goes in the override.
I haven't really had much of a chance to play around with it, but it appears that if one takes a texture (I did this on a placeable) and then, in its TXI, has a...
bumpreplacementtexture (grayscale bump map)
...and then in the gray scale bump map's TXI, have...
isbumpmap 1
...then the game will actually load the texture and process it as though it were a bump map- though without the environment map we associate with bump-mapping. What does this mean? Well, that's an interesting question. First, I should explain that the reason the chest's lid is red is because of some Ambient and Diffuse settings (probably 5 0 0 for each) I set on the model, itself. Let me show you some cutouts of the same patch of texture with something like bumpmap 1, 2 and 5 (or whatever, I can't remember my actual settings) applied:
Yay! Well, sort of "Yay!", anyway. See, without something to play over these presumed perturbed normals (like an envmap or light or something), what winds up on these chests are nothing but flat textures. Or are they? Excusing the strange coloring, here's how my regular ole torch lights up the surface:
Okay, official "Yay!" '> Bumpy. If you look right where my torch's light and the regular pink of the chest meet you can see it. Not quite the kind of bumpy I want, but it's better than nothing at the moment.
It appears that as far as the per-pixel shading is concerned, those are real perturbed normals. Wonderful, but maybe not the most wonderful thing in the world because, as I've written (here, here at least) the overall lighting situation in NWN is...unfortunate...and most lighting schemes cause builders to inadvertently build areas which crap it up even more than it is. However, this investigation is far from done and there may be one or more pleasant twists to the story as it unfolds. (knocks wood)
While neat, this is not optimal. What's optimal?
What I want is the ability to get an environment map to play over this instead of the lighting. I want this being perturbed by the normals the bump map above. Because of the shading on smoothed models, I could take relatively low-poly models and punch them up with detail something fabulous. Right now, the only way I can invoke this behavior is from a bumpreplacementtexture command and that command (at least to my tests so far) doesn't allow for me to get some shiny in there, too. After all, the bump map texture is just an 8-bit, no alpha. So to get the goods, somehow it has to be figured out how to take these bumps and make them kiss with some environment map or a cube map.
I don't know how to do that yet. My big wish for 2015 is that someone will figure this out so I don't have (try) to. '>
Cheers and Happy New Year, all!
EDIT: Some bonus shots from my testing in a gallery here.