Diamond window - an original qED prefab made by Noel Weer
                 at the Quake Workshop and re-textured
                 by JF Groleau at the qED Toolshed.

The Quake Workshop - http://www.brutality.com/qworkshop
The qED Toolshed - http://www.cam.org/~jfgrol/
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

TEXTURES USED:

        wizwood1_4 for the window frame
        nmetal2_1 for the left and right hand side bars
        metalt2_1 for the center diamond and middle bars

ENTITIES USED:

        none

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 middle center of the window frame. 
        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. Texture re-alignment might be required on the side brackets
        after these operations. The 3D-Matrix university provide exhaustive
        tutorials on this topic.

CHARACTERISTICS:

        Window dimensions are 128w x 128h x 32d.

OPTIONS:

        The window can be butted flush to the wall opening for a thick
        framed look or sunk by up to 24 units for a thin frame look without
        affecting the aesthetics of the outer frame original texture. Since
        the window is textured on the front and back, it can also be used in
        a partition wall between two rooms. Centering the window in an
        12 or 16 unit thick wall should do the trick quite nicely.

        A cutting subgroup containing a negative brush of the same size as
        the opening required for the window is built into the prefab for
        convenience. This subgroup can be discarded once it has fulfilled
        its function or if the designer prefers to create the opening
        manually. 

CREDITS:

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

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

        Noel Weer (nsweer@ice.net): 

           Thanks to Noel for letting me modify his prefab before publishing
           it on my Web page and also for making me the exclusive distributor
           of his work.