That lighting is created by modifying the lighting (RGB to create a goldenrod colour), then having a low draw distance - 10 meters, and no fog set at zero to simulate a lantern. There is one heavy problem, and that is the lanterns red cast upon a texture doesnt mix with the existing texture's colour, meaning the textures colours are essentially swamped out.
This is fine for outdoor areas that are viewable in both day and night (night being 'lantern lit') because the player can see the difference between the regular textures and the effect of the lantern light.
This is fine for outdoor areas that are viewable in both day and night (night being 'lantern lit') because the player can see the difference between the regular textures and the effect of the lantern light.