Quote: "Not sure if it was accurately described."
Physical holes in the walls, i.e. no polygons, should allow light through. But if the holes are made using transparent textures then you could have problems.
Try this code (you'll need an update such as U7.5 for this to work correctly):
set display mode desktop width(), desktop height(), 32
sync on : sync rate 60 : sync
autocam off
position camera -200, 60, -100
point camera 0, 30, 50
` make a ground object
make object box 1, 1000,10,1000
position object 1, 0, -5, 0
` make a wall out of four boxes
make object box 2, 50, 120, 10 ` left hand section
position object 2, -50, 60, 0
make object box 3, 50, 120, 10 ` right hand section
position object 3, 50, 60, 0
make object box 4, 50, 50, 10 ` lower central section
position object 4, 0, 25, 0
make object box 5, 50, 50, 10 ` upper central section
position object 5, 0, 95, 0
` set up the shadow stuff
shader = 1 ` shader option is broken in U77 - might work in earlier versions
hide light 0
set ambient light 30
for obj = 1 to 5
set shadow shading on obj, -1, 1000, shader
next obj
` make new light and set shadow position
make light 1
set point light 1,100,200,-300
set light range 1,1000
` make light object to show where light is
make object sphere 6,-10
position object 6,100,200,-300
lightmode = 1
set shadow position lightmode,100,200,-300
repeat
sync
until spacekey()
end
Here's a screenshot:
If you change the shader option to 0 you'll get gaps. Is that your problem?