
Ok 
 
		#21577 posted by 
RaverX on 2025/05/20 10:30:29
 
		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? 
 
		#21578 posted by 
garlandier on 2025/10/15 04:51:01
 
		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.) 
	 
		
		
		#21579 posted by 
gila on 2025/10/15 10:31:47
 
		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