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- // QOOLE
- // Brushes: 1
- // Entities: 1
- // Objects: 3
-
- // Ported to .qle by Paul Hsu, hsup@qoole.com.
- // ===========================================
- //
- // The Military Base Lightpost - from the QuakeLab
- //
- // The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
- //
- // TEXTURES:
- //
- // TLIGHT11 for the lightpost
- //
- // ENTITIES:
- //
- // light
- //
- // WHAT TO DO:
- //
- // Make a brush that is 64 units high, cross section 24 x 24 units. This
- // is the correct size as found in the iD levels. Use clipping or brush
- // subtraction to clip off the sides of the brush at an angle of 7
- // degrees off the vertical. These four cuts should be such that the
- // cross-sectional area of the bottom of the lightpost remains the same
- // as before the cuts.
- //
- // OPTIONS:
- //
- // Use any non-displayed light entity, and assign it whatever variables
- // you deem appropriate - see the table at the top of this section. Best
- // thing to do is to take the MAP file and run. :) Copy it a few times
- // and use it all over your military base-themed level. Enjoy.
- // Don't put light entities inside the lightpost or solid brush. They
- // will be canceled out because they are 'buried' and LIGHT will not
- // generate any data. Put the light entities just outside of and around
- // the lightpost brush.
-
- { // Brush 0
- ( 0.0 0.0 32.0 ) ( 0.0 500.0 32.0 ) ( 500.0 0.0 32.000023 ) TLIGHT11 0 0 0 1.00 1.00
- ( 0.0 0.0 -32.0 ) ( 500.0 0.0 -32.000023 ) ( 0.0 500.0 -32.0 ) TLIGHT11 0 0 0 1.00 1.00
- ( 0.0 -8.240504 0.0 ) ( 0.0 48.355434 496.78656 ) ( 500.0 -8.24046 0.0 ) TLIGHT11 0 0 0 1.00 1.00
- ( 0.0 7.240506 0.0 ) ( 500.0 7.240506 0.0 ) ( 0.0 -49.355431 496.78656 ) TLIGHT11 0 0 0 1.00 1.00
- ( 8.240506 0.0 0.0 ) ( -48.355431 0.0 496.78656 ) ( 8.240528 500.0 0.0 ) TLIGHT11 0 0 0 1.00 1.00
- ( -7.240507 0.0 0.0 ) ( -7.240469 500.0 0.0 ) ( 49.355434 0.0 496.78656 ) TLIGHT11 0 0 0 1.00 1.00
- } // Brush 0
-
- { // Entity 0
- "classname" "light"
- "light" "100"
- "origin" "-268 186 102"
- } // Entity 0
-
- { // Object 0 : Military_Light1
- Position: (0.0, 0.0, 0.0)
- Orientation (rad): (0.0, 0.0, 0.0)
- Scale: (1.0, 1.0, 1.0)
- Objects: 1, 2
- } // Object 0
-
- { // Object 1 :
- Position: (-0.5, 0.5, 0.0)
- Orientation (rad): (0.0, 0.0, 0.0)
- Scale: (1.0, 1.0, 1.0)
- Brush: 0
- } // Object 1
-
- { // Object 2 :
- Position: (0.5, -0.5, 8.0)
- Orientation (rad): (0.0, 0.0, 0.0)
- Scale: (1.0, 1.0, 1.0)
- Entity: 0
- } // Object 2
-
-