> For the complete documentation index, see [llms.txt](https://docs.sollumz.org/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sollumz.org/2.4/documentation/fragments.yft/vehicle-setup/light-ids.md).

# Light IDs

Any mesh with `vehicle_lightsemissive` shaders will appear always emissive in-game unless light IDs are assigned. Assigning light IDs allow you to make some faces only appear emissive under certain conditions (i.e. headlights on/off). Sollumz makes assigning light IDs easy.

With a headlight object selected, enter `Edit Mode` in `Face Selection` mode and navigate to the `Sollumz Tools > Fragment > Vehicle Light IDs` panel.

<figure><img src="https://content.gitbook.com/content/hGcNKRMetkzIyWw4fER5/blobs/AoUBNetdTTI4EOYfXYeA/image.png" alt=""><figcaption><p>Sollumz Tools > Fragment > Vehicle Light IDs</p></figcaption></figure>

Select the faces of the left headlight that use the emissive shader, then set its light ID to `headlight_l`.

<div align="left"><figure><img src="https://content.gitbook.com/content/hGcNKRMetkzIyWw4fER5/blobs/znzB0dyL5J8Tz0AD2IXu/set_light_id.gif" alt=""><figcaption><p>Setting left headlight light IDs</p></figcaption></figure></div>

Notice now that if you unselect those faces, and select the `headlight_l` light ID, it will select those faces you just assigned.

<div align="left"><figure><img src="https://content.gitbook.com/content/hGcNKRMetkzIyWw4fER5/blobs/GbAeA1IdByLNE6aLZafe/select_light_id.gif" alt=""><figcaption><p>Selecting light IDs</p></figcaption></figure></div>


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