######### LIGHTS ####################

######## Ceiling Lights ###############

create Eleven(lightingChandelierNew_light)
create SOFTWHITE(lightingChandelierNew_light)

########### Floor lights ############


######### OUTDOOR lights ##########

create Eleven(lightingStreetDeco_light)
create streetlightwhite(lightingStreetDeco_light)

lightAttribOverride lightingStreetDeco_light diffusionSourceIntensity 5

######### Table lights ###########


######### Wall lights ##########

create 45WattWALL(lightingWallDeco_light)
create household(lightingWallDeco_light)



######## Special Objects ###############

##### FirePlaces #####


########## Windows ##############

create WSix(windowBayDeco_0_0_0_N_light)
create WSix(windowBayDeco_2E_0_0_N_light)
create WSix(windowBayDeco_0_1S_0_S_light)
create WSix(windowBayDeco_2E_1S_0_S_light)

create Bay(windowBayDeco_0_0_0_N_light)
create Bay(windowBayDeco_2E_0_0_N_light)
create Bay(windowBayDeco_0_1S_0_S_light)
create Bay(windowBayDeco_2E_1S_0_S_light)


create WSix(windowBayDecoDiagonal_0_0_0_NW_light)
create WSix(windowBayDecoDiagonal_2E_2N_0_NW_light)
create WSix(windowBayDecoDiagonal_0_0_0_SE_light)
create WSix(windowBayDecoDiagonal_2E_2N_0_SE_light)

create Bay(windowBayDecoDiagonal_0_0_0_NW_light)
create Bay(windowBayDecoDiagonal_2E_2N_0_NW_light)
create Bay(windowBayDecoDiagonal_0_0_0_SE_light)
create Bay(windowBayDecoDiagonal_2E_2N_0_SE_light)



create WSix(windowBayEmpire_0_0_0_N_light)
create WSix(windowBayEmpire_2E_0_0_N_light)
create WSix(windowBayEmpire_0_1S_0_S_light)
create WSix(windowBayEmpire_2E_1S_0_S_light)

create Bay(windowBayEmpire_0_0_0_N_light)
create Bay(windowBayEmpire_2E_0_0_N_light)
create Bay(windowBayEmpire_0_1S_0_S_light)
create Bay(windowBayEmpire_2E_1S_0_S_light)


create WSix(windowBayEmpireDiagonal_0_0_0_NW_light)
create WSix(windowBayEmpireDiagonal_2E_2N_0_NW_light)
create WSix(windowBayEmpireDiagonal_0_0_0_SE_light)
create WSix(windowBayEmpireDiagonal_2E_2N_0_SE_light)

create Bay(windowBayEmpireDiagonal_0_0_0_NW_light)
create Bay(windowBayEmpireDiagonal_2E_2N_0_NW_light)
create Bay(windowBayEmpireDiagonal_0_0_0_SE_light)
create Bay(windowBayEmpireDiagonal_2E_2N_0_SE_light)



create WSix(windowBayEmpire_0_0_0_N_light)
create WSix(windowBayEmpire_0_1S_0_S_light)

create Bay(windowBayEmpire_0_0_0_N_light)
create Bay(windowBayEmpire_0_1S_0_S_light)

create WSix(windowBayEmpireDiagonal_0_0_0_NW_light)
create WSix(windowBayEmpireDiagonal_0_0_0_SE_light)

create Bay(windowBayEmpireDiagonal_0_0_0_NW_light)
create Bay(windowBayEmpireDiagonal_0_0_0_SE_light)



create WThree(windowSmallMoroccan_0_0_0_N_light)
create WThree(windowSmallMoroccan_0_1S_0_S_light)

create NS(windowSmallMoroccan_0_0_0_N_light)
create NS(windowSmallMoroccan_0_1S_0_S_light)

create WThree(windowSmallMoroccanDiagonal_0_0_0_NW_light)
create WThree(windowSmallMoroccanDiagonal_0_0_0_SE_light)

create EW(windowSmallMoroccanDiagonal_0_0_0_NW_light)
create EW(windowSmallMoroccanDiagonal_0_0_0_SE_light)



create WFour(windowMoroccan_0_0_0_N_light)
create WFour(windowMoroccan_0_1S_0_S_light)

create NS(windowMoroccan_0_0_0_N_light)
create NS(windowMoroccan_0_1S_0_S_light)

create WFour(windowMoroccanDiagonal_0_0_0_NW_light)
create WFour(windowMoroccanDiagonal_0_0_0_SE_light)

create EW(windowMoroccanDiagonal_0_0_0_NW_light)
create EW(windowMoroccanDiagonal_0_0_0_SE_light)



create WSix(windowTwoTileEmpire_0_0_0_N_light)
create WSix(windowTwoTileEmpire_0_1S_0_S_light)

create NS(windowTwoTileEmpire_0_0_0_N_light)
create NS(windowTwoTileEmpire_0_1S_0_S_light)

create WSix(windowTwoTileEmpireDiagonal_0_0_0_NW_light)
create WSix(windowTwoTileEmpireDiagonal_0_0_0_SE_light)

create EW(windowTwoTileEmpireDiagonal_0_0_0_NW_light)
create EW(windowTwoTileEmpireDiagonal_0_0_0_SE_light)



create WThree(windowSmallRoundEmpire_0_0_0_N_light)
create WThree(windowSmallRoundEmpire_0_1S_0_S_light)

create NS(windowSmallRoundEmpire_0_0_0_N_light)
create NS(windowSmallRoundEmpire_0_1S_0_S_light)

create WThree(windowSmallRoundEmpireDiagonal_0_0_0_NW_light)
create WThree(windowSmallRoundEmpireDiagonal_0_0_0_SE_light)

create EW(windowSmallRoundEmpireDiagonal_0_0_0_NW_light)
create EW(windowSmallRoundEmpireDiagonal_0_0_0_SE_light)



create WSix(windowResidentialDecoTwoTile_0_0_0_N_light)
create WSix(windowResidentialDecoTwoTile_0_1S_0_S_light)

create NS(windowResidentialDecoTwoTile_0_0_0_N_light)
create NS(windowResidentialDecoTwoTile_0_1S_0_S_light)

create WSix(windowResidentialDecoTwoTileDiagonal_0_0_0_NW_light)
create WSix(windowResidentialDecoTwoTileDiagonal_0_0_0_SE_light)

create EW(windowResidentialDecoTwoTileDiagonal_0_0_0_NW_light)
create EW(windowResidentialDecoTwoTileDiagonal_0_0_0_SE_light)



create WFour(windowMansardEmpireDormer_0_0_0_N_light)
create WFour(windowMansardEmpireDormer_0_1S_0_S_light)

create NS(windowMansardEmpireDormer_0_0_0_N_light)
create NS(windowMansardEmpireDormer_0_1S_0_S_light)



create WFour(windowMansardEmpireRound_0_0_0_N_light)
create WFour(windowMansardEmpireRound_0_1S_0_S_light)

create NS(windowMansardEmpireRound_0_0_0_N_light)
create NS(windowMansardEmpireRound_0_1S_0_S_light)


########## Doors ##############

##Decoatif Door glass one tile
create glassdoor1(doordeco_0_0_0_N_light)
create glassdoor1(doordeco_0_1S_0_S_light)
create glassdoor1(doordecoDiagonal_0_0_0_NW_light)
create glassdoor1(doordecoDiagonal_0_0_0_SE_light)
create NS(doordeco_0_0_0_N_light)
create NS(doordeco_0_1S_0_S_light)
create EW(doordecoDiagonal_0_0_0_NW_light)
create EW(doordecoDiagonal_0_0_0_SE_light)
create noAngle(doordeco_0_0_0_N_light)
create noAngle(doordeco_0_1S_0_S_light)
create noAngle(doordecoDiagonal_0_0_0_NW_light)
create noAngle(doordecoDiagonal_0_0_0_SE_light)

## Arch Helier one tile
create doorarch1(doorarchdeco_0_0_0_N_light)
create doorarch1(doorarchdeco_0_1S_0_S_light)
create doorarch1(doorarchdecoDiagonal_0_0_0_NW_light)
create doorarch1(doorarchdecoDiagonal_0_0_0_SE_light)
create NS(doorarchdeco_0_0_0_N_light)
create NS(doorarchdeco_0_1S_0_S_light)
create EW(doorarchdecoDiagonal_0_0_0_NW_light)
create EW(doorarchdecoDiagonal_0_0_0_SE_light)
create noAngle(doorarchdeco_0_0_0_N_light)
create noAngle(doorarchdeco_0_1S_0_S_light)
create noAngle(doorarchdecoDiagonal_0_0_0_NW_light)
create noAngle(doorarchdecoDiagonal_0_0_0_SE_light)

## The Arch Duke Glass One Tile
create Zero(doorempire_0_0_0_N_light)
create Zero(doorempire_0_1S_0_S_light)
create Zero(doorempireDiagonal_0_0_0_NW_light)
create Zero(doorempireDiagonal_0_0_0_SE_light)
create NS(doorempire_0_0_0_N_light)
create NS(doorempire_0_1S_0_S_light)
create EW(doorempireDiagonal_0_0_0_NW_light)
create EW(doorempireDiagonal_0_0_0_SE_light)
create noAngle(doorempire_0_0_0_N_light)
create noAngle(doorempire_0_1S_0_S_light)
create noAngle(doorempireDiagonal_0_0_0_NW_light)
create noAngle(doorempireDiagonal_0_0_0_SE_light)

## Double Decoratif Glass 3 title
#create glassdoor2(doorthreetiletwostorydeco_0_0_0_N_light)
#create glassdoor2(doorthreetiletwostorydeco_0_1S_0_S_light)
#create glassdoor2(doorthreetiletwostorydecoDiagonal_0_0_0_NW_light)
#create glassdoor2(doorthreetiletwostorydecoDiagonal_0_0_0_SE_light)
#create NS(doorthreetiletwostorydeco_0_0_0_N_light)
#create NS(doorthreetiletwostorydeco_0_1S_0_S_light)
#create EW(doorthreetiletwostorydecoDiagonal_0_0_0_NW_light)
#create EW(doorthreetiletwostorydecoDiagonal_0_0_0_SE_light)
#create noAngle(doorthreetiletwostorydeco_0_0_0_N_light)
#create noAngle(doorthreetiletwostorydeco_0_1S_0_S_light)
#create noAngle(doorthreetiletwostorydecoDiagonal_0_0_0_NW_light)
#create noAngle(doorthreetiletwostorydecoDiagonal_0_0_0_SE_light)


create glassdoor2(doorthreetiletwostorydeco_0_0_0_N_light)
create glassdoor2(doorthreetiletwostorydeco_1E_0_0_N_light)
create glassdoor2(doorthreetiletwostorydeco_2E_0_0_N_light)
create glassdoor2(doorthreetiletwostorydeco_0_0_1_N_light)
create glassdoor2(doorthreetiletwostorydeco_1E_0_1_N_light)
create glassdoor2(doorthreetiletwostorydeco_2E_0_1_N_light)
create glassdoor2(doorthreetiletwostorydeco_0_1S_0_S_light)
create glassdoor2(doorthreetiletwostorydeco_1E_1S_0_S_light)
create glassdoor2(doorthreetiletwostorydeco_2E_1S_0_S_light)
create glassdoor2(doorthreetiletwostorydeco_0_1S_1_S_light)
create glassdoor2(doorthreetiletwostorydeco_1E_1S_1_S_light)
create glassdoor2(doorthreetiletwostorydeco_2E_1S_1_S_light)
create NS(doorthreetiletwostorydeco_0_0_0_N_light)
create NS(doorthreetiletwostorydeco_1E_0_0_N_light)
create NS(doorthreetiletwostorydeco_2E_0_0_N_light)
create NS(doorthreetiletwostorydeco_0_0_1_N_light)
create NS(doorthreetiletwostorydeco_0_1_N_light)
create NS(doorthreetiletwostorydeco_0_1_N_light)
create NS(doorthreetiletwostorydeco_0_1S_0_S_light)
create NS(doorthreetiletwostorydeco_1E_1S_0_S_light)
create NS(doorthreetiletwostorydeco_2E_1S_0_S_light)
create NS(doorthreetiletwostorydeco_0_1S_1_S_light)
create NS(doorthreetiletwostorydeco_1E_1S_1_S_light)
create NS(doorthreetiletwostorydeco_2E_1S_1_S_light)

##Frame of Perferance Arch one tile
create doorarch1(doorarchmoroccan_0_0_0_N_light)
create doorarch1(doorarchmoroccan_0_1S_0_S_light)
create doorarch1(doorarchmoroccanDiagonal_0_0_0_NW_light)
create doorarch1(doorarchmoroccanDiagonal_0_0_0_SE_light)
create NS(doorarchmoroccan_0_0_0_N_light)
create NS(doorarchmoroccan_0_1S_0_S_light)
create EW(doorarchmoroccanDiagonal_0_0_0_NW_light)
create EW(doorarchmoroccanDiagonal_0_0_0_SE_light)
create noAngle(doorarchmoroccan_0_0_0_N_light)
create noAngle(doorarchmoroccan_0_1S_0_S_light)
create noAngle(doorarchmoroccanDiagonal_0_0_0_NW_light)
create noAngle(doorarchmoroccanDiagonal_0_0_0_SE_light)

## EMTY SET
#create doorarch1(_0_0_0_N_light)
#create doorarch1(_0_1S_0_S_light)
#create doorarch1(Diagonal_0_0_0_NW_light)
#create doorarch1(Diagonal_0_0_0_SE_light)
#create NS(_0_0_0_N_light)
#create NS(_0_1S_0_S_light)
#create EW(Diagonal_0_0_0_NW_light)
#create EW(Diagonal_0_0_0_SE_light)
#create noAngle(_0_0_0_N_light)
#create noAngle(_0_1S_0_S_light)
#create noAngle(Diagonal_0_0_0_NW_light)
#create noAngle(Diagonal_0_0_0_SE_light)
##