Medieval door - a component originated from Matthew "Bushboy" Trow
                at The Quake Prefab Park and adapted for qED by
                JF Groleau.

The Quake Prefab Park - http://www.planetquake.com/qpp
The qED Toolshed - http://www.cam.org/~jfgrol/
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

        TEXTURES USED:

        adoor01_2 for the door faces
        adoor03_4 for the door sides
        wbrick1_5 for the door frame

        ENTITIES USED:

        func_door

        WHAT TO DO:

        Extract the .qgp file from the archive and place it in the
        c:\Program Files\qED\Group folder. Once in qED, insert this prefab
        using the menu item "Group" + "load from library". The origin of this
        prefab is at the bottom center of the door assembly. The position
        or offset of the inserted group will be referenced to the offset of
        the currently selected item in the level outline window. The group
        can then be moved and rotated to suit the map design. Some texture
        alignment might be required after these operations. The 3D-Matrix
        university provide exhaustive tutorials on this topic.

        FUNCTIONALITY:

        2 func_door entities were added to make the door entirely functional
        and their targetname attributes have been left blank so it will operate
        like a normal door. The door thickness has been changed to 16 units to
        make it look more realistic and the textures of the door edges were
        aligned. The frame thickness has also been reduced, this to 64 units
        again for cosmetic reasons. A wall cutting subgroup containing a
        negative brush the same size as the door frame is also provided for
        convenience. Just move the wall brush you want to in the cutting group
        and do a "subtract brushes". Optimize the resulting brushes if necessary
        and move them back to their original group.

        OPTIONS:

        Set the func_door attributes to your liking for sound, speed, lip, etc.
        and the targetname if you want it to be operated by a trigger entity.

        CREDITS:

        Id Software (http://www.idsoftware.com/):

           For Quake, the best first-person game of the known universe.

        Matthew "Bushboy" Trow (matthew@planetquake.com): 

           Thanks for letting me use this cool prefab for a qED conversion.
           Also for providing me with the improved vertex edited version.
           Learned a thing or two thanks to it :)