@page otr_light Light Resource # Light Resource (LGTS) If the Resource Type is `LGTS` (`0x46669697`), the header is immediately followed by the light definition. ## Light Header | Offset | Size | Type | Description | | :--- | :--- | :--- | :--- | | 0x40 | 24 | Lights1 | The Lights1 structure containing ambient and diffuse light data. | ### Lights1 Structure The `Lights1` structure (24 bytes) consists of: 1. **Ambient (8 bytes)** * `col[3]` (u8): Ambient RGB color. * `pad1` (i8): Padding. * `colc[3]` (u8): Copy of ambient RGB color. * `pad2` (i8): Padding. 2. **Diffuse (16 bytes)** * `col[3]` (u8): Diffuse RGB color. * `pad1` (i8): Padding. * `colc[3]` (u8): Copy of diffuse RGB color. * `pad2` (i8): Padding. * `dir[3]` (i8): Light direction (normalized). * `pad3` (i8): Padding. ## YAML Configuration To define a light asset in the configuration, use the `LIGHTS` type. | Field | Type | Description | | :--- | :--- | :--- | | `type` | String | Must be `LIGHTS`. | | `offset` | Integer | The offset of the light structure in the ROM/binary. | | `symbol` | String | (Optional) The symbol name for the asset. | Example: ```yaml - type: LIGHTS offset: 0x4000 symbol: my_light ```