Quote:
there's two occurrences of the texture in the model, from one of them you'll see
1,"Material1",PHONG,TMAP "JOBTrims01.gif",0,TRANSP 0,ILLUM 100;
2,"Material2",PHONG,TMAP "BMedi17T.gif",0,TRANSP 0,ILLUM 0;
3,"Material3",PHONG,TMAP "BMedi18S.gif",0,TRANSP 0,ILLUM 0;
4,"Material4",PHONG,TMAP "BMedi17S.gif",0,TRANSP 0,ILLUM 0;
5,"Material5",PHONG,TMAP "RSlate45S.gif",0,TRANSP 0,ILLUM 0;
6,"Material6",PHONG,TMAP "POld74S.gif",0,TRANSP 0,ILLUM 0;
7,"Material7",PHONG,TMAP "BOldS115.gif",0,TRANSP 0,ILLUM 0;
8,"Material8",PHONG,TMAP "pwall9a.gif",0,TRANSP 0,ILLUM 0;
9,"Material9",PHONG,TMAP "JOBTrims01.gif",0,TRANSP 0,ILLUM 0;
Material 1 and 9 are both jobtrims01.gif, but one has illum 0 and one illum 100. then on a per polygon basis i changed the texture. so the glass on windows that was able to be lit, gets material 9, the window frames and such get material 1. then you have to make the house a light, use the animlight script and set it to zero light. it won't cast light but the illuminated textures will switch on and off.