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Introduction
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Have you ever wondered how lights work in  the older GTA games such as San Andreas?  
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Probably not, but I’ll tell you anyway. Lights in older GTA games are a type of 2DFX,  
Teardown of a Lamppost
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and they’re typically called coronas, but I’ll  just stick to calling them lights for this video.  
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Lights are attached to objects, and then given  coordinates relative to the centre of the object.  
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These coordinates are where the light will be. So, lights have a few different pieces in GTA.  
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I’m going to strip this lamppost of its  light, and recreate it for you bit by bit.  
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First off, they usually have a sprite called a  “coronastar”. This is a texture in particle.txd  
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which is used for basically every  corona in the game. This sprite  
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will be the centre of the light. The sprite size can be adjusted.  
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Next, they have what’s called a corona shadow.  This appears under the light, and is meant to  
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look like the light is lighting up the area around  it. This shadow is actually just a texture called  
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“shad_exp” that’s also in particle.txd. As you can see the shadow only appears on  
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the ground, CJ and the vehicle underneath  the light still aren’t lit up. The shadow  
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can be a bit problematic as it can’t light  up walls, which means if a light is next to  
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a wall, the wall won’t appear lit up. The shadow size can also be adjusted.  
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After that, we have the pointlight.  Pointlights aren’t visible, but if you noticed,  
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CJ and the vehicle under the light are now  lit up. Pointlights light up dynamic objects  
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like the player, pedestrians, and vehicles. Pointlights are at the centre of the light,  
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just like the “coronastar” sprite. But  it’s not an actual visible thing like the  
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sprite is. You can adjust the pointlight  range so it will light up dynamic objects  
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further or nearer to the centre of the light. Changing the colour of the light, will change  
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the sprite, shadow and pointlight colour too. You can also change the draw distance of the  
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light, however since the light is attached to  the object, if the object despawns, the light  
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will despawn too. Project 2DFX has a solution to  that problem and I explain it in my video covering  
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that mod, if you want to check it out. Lastly, they usually have some flags to  
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give them unique properties. There’s flags  for flashing at different speeds, a flag  
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to enable the light at day time, a flag which adds  “dust” which is usually used for foggy weather,  
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but it can be enabled all the  time or disabled completely,  
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and a few other flags that developers can use. There’s an effect type for attaching lens  
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flare to objects too, this is the same  lens flare that you see from the sun.  
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Next time you play San Andreas,  you’ll might spot other places  
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where some of these methods are used. For example, fires in San Andreas have  
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corona shadows underneath them, they have a  pointlight to light up dynamic objects such  
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as the player, and they also have the  flag that enables the lens flare too.  
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Also just to note, a mix of these things can be  enabled or disabled. So you can have a light with  
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just a pointlight, and no sprite or corona shadow,  or a lamppost with just a corona. Rockstar mixed  
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these a bit in some areas of the older games. You now know how lights work in older GTA games.  
Ending
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Anyway, that’s all for this video. If you enjoy  GTA modding videos, be sure to check out the  
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channel. If you enjoyed this video, make sure  to give it a like, and I’ll catch you later.