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Lights and emissive fixtures

AnvilLighting and skyApplies toRRSWS

Riders Republic separates punctual light objects from emissive surfaces. The six installed forges contain 32 SpotLight resources and 32 corresponding LightInstance entities, all in WhiteRoom, counting base and patch copies. Open-world lamp fixtures instead use emissive materials; the examined open-world resource and entity scans find no punctual-light objects of the known light classes. Proven · all six forge indexes and all Entity/EntityGroup class scans

SpotLight body, selected fields328 bytes10% known

Body offsets; fields checked on all 16 base resources and their 16 equal patch copies. Intervening bytes are not fully interpreted.

ProvenObservedSourcedInferredUnknownNot described
OffsetSizeTypeFieldConfidenceNotes
0x224u32 = 0xA79767EDLightColor classProven
0x2616float4colour RGBAProven
0x364f32intensity-like valueInferredschema label Intensity; stored values reach 3e10
0x3A4f32luminance-like valueInferredschema label Luminance; physical units not established
0x1344f32inner cone angleProvenradians
0x1384f32outer cone angleProvenradians
0x1404f32rangeProven2 to 30 metres in the WhiteRoom set
0x1444f32near distanceInferred0.1 or 0.001; ShadowNear in related schemas

The placed light’s position and direction come from its Entity transform, while the referenced SpotLight supplies colour and cone values. The 311-byte LightInstance has a managed reference at offset 44 with prefix 03 01, then u64 identity. It is not the null form of a generic Material reference. All 32 identities resolve to SpotLight resources. Proven · all 32 installed LightInstance bodies and reference targets

The fill light’s colour is (1,.891,.560), its two intensity-like values are 5.3e9 and 3.4e7, cone angles 12 degrees and range 20 metres. Those values do not establish a conversion to lumens, candela or lux. Observed · WhiteRoom fill Unknown · physical calibration

In The Deck’s examined 2,284 placed owners, 4,556 Visual instances are LODSelectorInstance and none is LightInstance. Emissive glass, bulbs, signs and lanterns are geometry using emissive material channels, not a hidden punctual light at every visible bulb. Observed · area component census

Three emissive material families occur on 22 distinct meshes and 604 placements in that area. Splitting their emissive triangles by position-connected components within 1 mm produces 4,083 pieces: 3,406 up to .6 metres, 498 up to 2.5 metres and 179 longer pieces. These are geometric components, not a count of engine light objects. Observed · area geometry analysis

Some owners use time-of-day FX that modify material properties. Sampled GalleryLightPole fixtures have no such FX, while other park props do; a night appearance cannot be inferred from the mesh’s name alone. Observed · owner components

Emission in the traced materials is exposure-referenced and passes through the material/lighting combination described in surface formulas. Observed · shader writers and lighting consumer

What are the punctual lights’ physical units?

The stored intensity-like fields and cone/range values are readable, but their physical calibration and all shadow flag meanings are not established. Unknown

only in SWS

Level 01 places 110 OmniLight and 79 SpotLight objects through Visual components (one Visual per light, at the owning entity’s matrix), and its root entry holds one SkyLight. The light layouts are those of the Assassin’s Creed II schema with changes: a graphic-object category and generated flag (5 bytes), five bools before the intensity and a u32 shadow-map resolution. Observed · SWS[level 01]

Class Body size Fields in order Confidence
OmniLight 102 Dynamic, CastShadows, AffectCharacters, AffectEnvironment, DirtyFlag, Intensity, Flare, a u32 (1 to 3), Near, Far Observed
SpotLight 118 the same, then LittleAlpha, BigAlpha, Cookie id, one more u32, Near, Far Observed
SunLight 94 the sun fields inside the sky light Observed
LightFlare 43 non-managed inline object Observed

All 110 omni and all 79 spot lights of level 01 decode exactly. Observed · level 01

On street-light placements the spot light’s local +Y axis points down. Inferred · from the placements’ orientation

The photometric units, the colour encoding of the light colour and the intensity scale are not calibrated against rendered output. Unknown