Wall Mounted Spotlight

I modified the original Thief model for the HangingSpotFlush object.
I added a bracket & frame to make it look like it belongs on a wall, and I remade the light shade so it uses fewer polys.

This works for Thief 1 and Thief 2.

There are no textures included in this zip because the model uses default textures.

INSTRUCTIONS
**Creating the object:
(There are no surprises here, so if you're familiar with custom objects you can ignore this)

1) Extract 'RSwallspot.bin' to the obj folder in your Thief directory (e.g. Thief2\obj\ ) (If the obj folder doesn't already exist then create it).

2) Open Dromed, and find the 'HangSpotFlush' objects ( Physical -> Lights - > lanterns - > HangingLantern - > HangSpotFlush ).

3a) If you plan on only using a small number of these, or you really don't want to use a custom Gamesys:
*Create the 'HangSpotFlush' in the world.
*Open up the Properties and Add: Shape > Model Name and enter 'RSwallspot' (without quotes).

3b) If using a custom Gamesys isn't a problem (Find out how to use a custom Gamesys if you haven't already - it's quite easy really):
*Select the 'HangSpotFlush' and Click on the Add button. You'll be asked for a New Object Name. What you choose is up to you. Then click OK.
*There should now be a new entry in the Hierarchy. Select it and click on the Edit button.
*Add: Shape > Model Name and enter 'RSwallspot' (without quotes).
*Click on Done, then Close.
*Save your Gamesys. You'll also need to use the set_gamesys command if the mission is currently using Dark.gam.

I suggest one further modification to the object. Change Y value of the Renderer > Spotlight property to about 60. It widens the angle of the cone of light, making it fit more closely with the models appearence.
This object contains a vhot so the light will 'begin' where the bulb is, rather than the exact centre of the model.

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R Soul