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

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


create 150WattOVER(lightingCeilingHangingSunLamp_light)
create Florescent(lightingCeilingHangingSunLamp_light)


create 100WattOVER(lightingCeilingCountry_light)
create quartz(lightingCeilingCountry_light)





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

create largeCANDLEHIGH(lightingFloorTikiTorch_light)
create matchflame(lightingFloorTikiTorch_light)




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



create gardenSPOTLIGHT(lightingFloorGardenPath_light)
create SoftWhite(lightingFloorGardenPath_light)

create mediumSTREETLIGHT(lightingStreetCountry_light)
create streetlightwhite(lightingStreetCountry_light)





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

create largeCANDLE(lightingTableTikiTorch_light)
create Fire(lightingTableTikiTorch_light)

create 75WattTABLE(lightingTableCountry_light)
create household(lightingTableCountry_light)

create 75WattTABLE(lightingTableRacecar_light)
create Amber(lightingTableRacecar_light)


create 45WattTABLE(lightingTableTikiHula_light)
create household(lightingTableTikiHula_light)


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

create 75WattWALL(lightingStringCountry_light)
create household(lightingStringCountry_light)

create 60WattWALL(lightingWallSconceCountry_light)
create household(lightingWallSconceCountry_light)


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



##### FirePlaces #####




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

create WFour(windowCountry_0_0_0_N_light)
create WFour(windowCountry_0_1S_0_S_light)
create WFour(windowCountryDiagonal_0_0_0_NW_light)
create WFour(windowCountryDiagonal_0_0_0_SE_light)

create NS(windowCountry_0_0_0_N_light)
create NS(windowCountry_0_1S_0_S_light)
create EW(windowCountryDiagonal_0_0_0_NW_light)
create EW(windowCountryDiagonal_0_0_0_SE_light)

#lightAttribOverride windowCountry_0_1S_0_S_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountry_0_1S_0_S_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountry_0_0_0_N_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountry_0_0_0_N_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountryDiagonal_0_0_0_SE_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryDiagonal_0_0_0_SE_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountryDiagonal_0_0_0_NW_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryDiagonal_0_0_0_NW_light diffusionSourceMax (.45, 2)


create WFour(windowCountryFlowerbox_0_0_0_N_light)
create WFour(windowCountryFlowerbox_0_1S_0_S_light)
create WFour(windowCountryFlowerboxDiagonal_0_0_0_NW_light)
create WFour(windowCountryFlowerboxDiagonal_0_0_0_SE_light)

create NS(windowCountryFlowerbox_0_0_0_N_light)
create NS(windowCountryFlowerbox_0_1S_0_S_light)
create EW(windowCountryFlowerboxDiagonal_0_0_0_NW_light)
create EW(windowCountryFlowerboxDiagonal_0_0_0_SE_light)

#lightAttribOverride windowCountryFlowerbox_0_1S_0_S_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryFlowerbox_0_1S_0_S_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountryFlowerbox_0_0_0_N_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryFlowerbox_0_0_0_N_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountryFlowerboxDiagonal_0_0_0_SE_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryFlowerboxDiagonal_0_0_0_SE_light diffusionSourceMax (.45, 2)
#lightAttribOverride windowCountryFlowerboxDiagonal_0_0_0_NW_light diffusionSourceMin (-.45, 1)
#lightAttribOverride windowCountryFlowerboxDiagonal_0_0_0_NW_light diffusionSourceMax (.45, 2)


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

#this door was spelled wrong
create WZero(doorCountryinterior_0_0_0_N_light)
create WZero(doorCountryinterior_0_1S_0_S_light)
create WZero(doorCountryinteriorDiagonal_0_0_0_SE_light)
create WZero(doorCountryinteriorDiagonal_0_0_0_NW_light)

create noAngle(doorCountryinterior_0_0_0_N_light)
create noAngle(doorCountryinterior_0_1S_0_S_light)
create noAngle(doorCountryinteriorDiagonal_0_0_0_SE_light)
create noAngle(doorCountryinteriorDiagonal_0_0_0_NW_light)

create noAngle(doorCountryinterior_0_0_0_N_light)
create noAngle(doorCountryinterior_0_1S_0_S_light)
create noAngle(doorCountryinteriorDiagonal_0_0_0_SE_light)
create noAngle(doorCountryinteriorDiagonal_0_0_0_NW_light)

#lightAttribOverride doorCountry_0_1S_0_S_light diffusionSourceMin (0, 0)
#lightAttribOverride doorCountry_0_1S_0_S_light diffusionSourceMax (0, 0)
#lightAttribOverride doorCountry_0_0_0_N_light diffusionSourceMin (0, 00)
#lightAttribOverride doorCountry_0_0_0_N_light diffusionSourceMax (0, 0)
#lightAttribOverride doorCountryDiagonal_0_0_0_SE_light diffusionSourceMin (0, 0)
#lightAttribOverride doorCountryDiagonal_0_0_0_SE_light diffusionSourceMax (0, 0)
#lightAttribOverride doorCountryDiagonal_0_0_0_NW_light diffusionSourceMin (0, 0)
#lightAttribOverride doorCountryDiagonal_0_0_0_NW_light diffusionSourceMax (0, 0)




create doorarch1(doorArchCountry_0_1S_0_S_light)
create doorarch1(doorArchCountry_1E_1S_0_S_light)
create doorarch1(doorArchCountry_0_0_0_N_light)
create doorarch1(doorArchCountry_1E_0_0_N_light)
create doorarch1(doorArchCountryDiagonal_0_0_0_SE_light)
create doorarch1(doorArchCountryDiagonal_1E_1N_0_SE_light)
create doorarch1(doorArchCountryDiagonal_0_0_0_NW_light)
create doorarch1(doorArchCountryDiagonal_1E_1N_0_NW_light)

create OpenArch1(doorArchCountry_0_1S_0_S_light)
create OpenArch1(doorArchCountry_1E_1S_0_S_light)
create OpenArch1(doorArchCountry_0_0_0_N_light)
create OpenArch1(doorArchCountry_1E_0_0_N_light)
create OpenArch1Dia(doorArchCountryDiagonal_0_0_0_SE_light)
create OpenArch1Dia(doorArchCountryDiagonal_1E_1N_0_SE_light)
create OpenArch1Dia(doorArchCountryDiagonal_0_0_0_NW_light)
create OpenArch1Dia(doorArchCountryDiagonal_1E_1N_0_NW_light)

create noAngle(doorArchCountry_0_1S_0_S_light)
create noAngle(doorArchCountry_1E_1S_0_S_light)
create noAngle(doorArchCountry_0_0_0_N_light)
create noAngle(doorArchCountry_1E_0_0_N_light)
create noAngle(doorArchCountryDiagonal_0_0_0_SE_light)
create noAngle(doorArchCountryDiagonal_1E_1N_0_SE_light)
create noAngle(doorArchCountryDiagonal_0_0_0_NW_light)
create noAngle(doorArchCountryDiagonal_1E_1N_0_NW_light)

#lightAttribOverride doorArchCountry_0_1S_0_S_light diffusionSourceMin (-0.5,0)
#lightAttribOverride doorArchCountry_0_1S_0_S_light diffusionSourceMax (0.2,2)
#lightAttribOverride doorArchCountry_1E_1S_0_S_light diffusionSourceMin (0.5,0)
#lightAttribOverride doorArchCountry_1E_1S_0_S_light diffusionSourceMax (-0.2,2)
#lightAttribOverride doorArchCountry_0_0_0_N_light diffusionSourceMin (0.5,0)
#lightAttribOverride doorArchCountry_0_0_0_N_light diffusionSourceMax (-0.2,2)
#lightAttribOverride doorArchCountry_1E_0_0_N_light diffusionSourceMin (-0.5,0)
#lightAttribOverride doorArchCountry_1E_0_0_N_light diffusionSourceMax (0.2,2)

#lightAttribOverride doorArchCountryDiagonal_0_0_0_SE_light diffusionSourceMin (-0.5,0)
#lightAttribOverride doorArchCountryDiagonal_0_0_0_SE_light diffusionSourceMax (0.2,2)
#lightAttribOverride doorArchCountryDiagonal_1E_1N_0_SE_light diffusionSourceMin (0.5,0)
#lightAttribOverride doorArchCountryDiagonal_1E_1N_0_SE_light diffusionSourceMax (-0.2,2)
#lightAttribOverride doorArchCountryDiagonal_0_0_0_NW_light diffusionSourceMin (0.5,0)
#lightAttribOverride doorArchCountryDiagonal_0_0_0_NW_light diffusionSourceMax (-0.2,2)
#lightAttribOverride doorArchCountryDiagonal_1E_1N_0_NW_light diffusionSourceMin (-0.5,0)
#lightAttribOverride doorArchCountryDiagonal_1E_1N_0_NW_light diffusionSourceMax (0.2,2)



