it would surprise me if you could move behind the back bits of a ufo wall in the original, because those walls are no walls, they are objects that are not walkable.
and the uneven shades at the front of the plane is again the data that is doing this
each one of those objects have a light block value of 10. I now divide it by 2 already, so they have a light block value of 5.
There is 4 tiles between the front wall and the closest soldier. So the light hits the first object in the front wall with a power of 11 (15-4). The first object is nicely lit. Then it substracts 5, the second object is lit with a power of 6. Almost half as dark. And the nose of the plan only gets 1. Almost black.
The way I see it, if this specific issue is only present in the skyranger nose, it is kinda silly to code a special routine just for the skyranger nose... The data (in PLANE.MCD) can be modified to fix the issue. Remember that this lightblock data was added, but never used in game and therefore maybe not tested.
Below a screenshot with a fixed PLANE.MCD (I cheated : if (_name == "PLANE") mcd.Light_Block = 0;) :p
Any suggestions?