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ATY Scripts/Doku/Map Editor/Lights

Lights

Lights

Any placed prop can also be a light source. This is not an emissive texture — it is a real draw call that lights the world around it, casts shadows and reaches as far as you tell it to.

Open M → Light source and turn it on.

Types

Type Shape Shadows
Point Casts in every direction No
Point + shadow Every direction Yes
Spot A cone, pointing along the prop's forward axis No
Spot + shadow Cone Yes

Point for lamps, bulbs, fires and signs. Spot for anything aimed: a floodlight, a spotlight, a wall washer, a car headlight.

Shadow-casting lights are considerably more expensive than the plain versions. Use them where the shadow is part of the effect — a spotlight throwing a shape across a floor — and use the plain type for ambient fill. A street of twenty shadow-casting lamps will be felt on lower-end clients.

Settings

Setting What it controls
Colour Full RGB picker
Range How far the light reaches, in metres
Intensity Brightness
Radius Softness of the light's edge
Shadow Shadow strength (shadow types only)

Every one of them previews live as you drag, so you set them by eye rather than by number.

Aiming a spot

A spot light points along the prop's forward axis. To aim it, rotate the prop. It is usually easiest to attach the light to a model that already points somewhere — a floodlight housing, a wall lamp — so the model and the light agree.

Working with lights

Set the time first. Open the environment panel and set night. A light tuned at noon will be wrong after dark, and there is no way to judge intensity against a bright sky.

Range costs more than intensity. A large range means the light is evaluated against more of the scene. When a light is too weak, raise intensity before you raise range.

Fewer, better lights. Three well-placed lights read better than ten overlapping ones, and cost a fraction as much.

Storage and export

Light settings are stored with the prop and re-applied whenever it spawns, for every player.

Lights do not exist in a `.ymap` — that format describes static geometry. A YMAP export gives you the prop, not its light. **Lua Resource** and **JSON** exports carry the full light settings. See Export.
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