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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Ok 
Thanks, Preach, at least now I understand the problem.

I don't like the approach with a huge trigger, but you gave me a few ideas. 
Can't Light Entities On Top Of A Func_train? 
Hope this hasn't been asked before, but I've been Googling for like 30 minutes so it might just be time to ask. I've been trying to make a Quake 1 map in TrenchBroom for Arcane Dimensions which takes place mainly on a giant elevator, and whatever entities I put on top of it seem to just not receive any light, even though the brush itself is being lit just fine. So if, say, I've got a point_light angled straight down over an item_health, the func_train underneath it receives the light, but the item_health remains entirely pitch black. Is this something that can be solved, or just an unfortunate quirk of working with func_trains? And if so, is there any kind of hack I could use to get around it? I've wanted to make this big elevator map ever since I first played the finale of ad_necrokeep, and I remember there being a normal-looking armor2 on the platform when that section starts, but I've had no such luck. (For what frustration this problem has caused me, I will say that fighting pitch-black monster_skullwiz's looks very cool.) 
 
The entities take the light value from the "ground", which is the worldspawn (level's static geometry). Stuff like trains, doors, buttons (func_#### and similar brush models) aren't considered "ground" because they aren't worldspawn.

This video should help:

https://www.youtube.com/watch?v=u8-mw79NGDU 
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