Ceiling lights - 3 prefabs from WolfeN at
                 WolfeN's LaiR and adapted for qED
                 by JF Groleau at the qED Toolshed.

WolfeN's LaiR - http://lair.telefragged.com
The qED Toolshed - http://www.cam.org/~jfgrol/


TEXTURES USED:

rlight1:

        wwood1_7 for the torch butts
        metal2_8 for the torch holders
        wizwood1_2 for the crosspieces
        wizwood1_4 for the center post

rlight2:

        cop2_2 for the braces
        stone1_7 for the rest

rlight3:

        stone1_7 for the base and cover
        cop2_2 for the rest


ENTITIES USED:

        light_flame_large_yellow for all lights.
        (4 used in Ceiling light 1)




WHAT TO DO:

        Extract the .qgp files from the archive and place them in the
        c:\Program Files\qED\Group folder. Once in qED, insert these prefabs
        using the menu item "Group" + "load from library". The origin of these
        prefabs is at the top center of the light fixture so to be flush with
        the room ceiling.  
        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 re-alignment might be required for Ceiling light 1
        after these operations but not the others if the current textures are used.


OPTIONS:

        Adjust the intensity of the lights with light attribute of the light entity.


CREDITS:

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

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

        WolfeN (wolfen@telefragged.com): 

           Thanks for these nice lights, particularly the first one.