> 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/documentation/maps/lod-lights.md).

# LOD Lights

LOD lights are represented as a mesh with only vertices, where each vertex represents a light. Attributes are used to store per-light settings.

"Bake LOD Lights" operator collects the lights of all entities in the map group and generates the `lodlights`/`distlodlights` YMAPs automatically, categorized by size, partitioned, and with streaming extents already computed.

<figure><img src="https://4252508569-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcRAM9lBHCqq3QodZ420I%2Fuploads%2FI9k0K71L6HuJwIkXn4wJ%2Flod_lights_bake.png?alt=media&amp;token=c2425f89-b985-4806-a9bf-6fbc86840f7a" alt="" width="563"><figcaption></figcaption></figure>

| Tier                                     | YMAP       | What it draws                                                     |
| ---------------------------------------- | ---------- | ----------------------------------------------------------------- |
| **LOD lights** (`lodlights`)             | child map  | Full light: direction, falloff, cone, corona                      |
| **Distant LOD lights** (`distlodlights`) | parent map | Position + RGBI only — the specks of light you see across the bay |

Sollumz generates **both**, in matched pairs, from the lights already present on your entities. You do not place LOD lights by hand; you bake them.

{% hint style="info" %}
The bake reads the lights stored in the entity's asset metadata. Entities whose archetype info is missing are skipped and reported in the console.
{% endhint %}

#### Selecting which entities contribute

| Setting                      | Default           | What it does                                                                                                                                         |
| ---------------------------- | ----------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| **LOD Levels**               | `HD`              | Only entities at these LOD levels contribute lights. Multi-select. Leave on `HD` unless your lit props live on LOD/SLOD tiers.                       |
| **Priority Levels**          | `REQUIRED`        | Only entities at these priority levels contribute. Multi-select.                                                                                     |
| **Skip Pattern**             | `prop_dock_bouy`  | Case-insensitive **regular expression**, matched against the linked **object name**. Any match excludes that entity's lights entirely.               |
| **'Is Streetlight' Pattern** | `street[_]?light` | Case-insensitive **regular expression**, matched against the linked object name. A match sets the streetlight flag (bit 24) on that entity's lights. |

To skip or call several prefixes, alternate them: `prop_dock_bouy|prop_beachflag|my_test_`.

{% hint style="info" %}
The streetlight flag matters at export: distant LOD lights are sorted **streetlights first**, and the count is written into the `distlodlights` header. The game uses it to switch streetlights as a group with the day/night cycle.
{% endhint %}

#### Category assignment

Every collected light is sorted into **Small**, **Medium** or **Large**, which decides which YMAP pair it lands in and how far away it stays visible.

The rules, in the order they are applied:

1. **Skipped** — the light has a non-zero *Light Fade Distance*. It is dropped entirely.
2. **Small** — `falloff ≥ Min Falloff (Small)` **or** `intensity ≥ Min Intensity (Small)`.
3. **Medium** — `falloff ≥ Min Falloff (Medium)` **and** `intensity ≥ Min Intensity (Medium)`, **or** the light has the *Force Medium LOD Light* flag.
4. **Large** — the light has the *Far LOD Light* flag.

Each rule overwrites the previous one, so Large wins over Medium, which wins over Small.

<table><thead><tr><th width="208">Setting</th><th width="149">Default</th><th>Notes</th></tr></thead><tbody><tr><td><strong>Small Min Thresholds — Falloff</strong></td><td><code>0.00</code></td><td>At the default of 0/0 <em>every</em> non-skipped light qualifies as at least Small.</td></tr><tr><td><strong>Small Min Thresholds — Intensity</strong></td><td><code>0.00</code></td><td></td></tr><tr><td><strong>Medium Min Thresholds — Falloff</strong></td><td><code>10.00</code></td><td></td></tr><tr><td><strong>Medium Min Thresholds — Intensity</strong></td><td><code>1.00</code></td><td></td></tr></tbody></table>

{% hint style="warning" %}
**Large is not threshold-driven.** There is no Large threshold in the panel because a light only becomes Large if its source light carries the *Far LOD Light* flag. Set that flag on the lights you want visible across the map (large signage, radio masts, stadium floodlights) — no bake setting will promote them for you.

Likewise *Force Medium LOD Light* on the source light overrides the Medium thresholds.
{% endhint %}


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