November 8, 1997
****************
With Custents, at least, an attribute of SKIN seems to be
automatically coded to recognize multiple skins saved within
a single model. I felt that the standard blue on the light_lantern
was a bit monotonous and recolored some new skins and saved them
within the lantern.mdl (using qME lite - easy cool toy). Played
with the values and came up with the following.

Hope you like the effect within Schist, and if you choose to use
Custents in the future, feel free to use this modifying model;
credited as appropriate, I hope. :)

(I can't wait to play with tricks like this once Custents includes
the colored lighting from Apoc - and it doesn't take gl).

*************
light_lantern
*************

	"angle" is the direction you turn the lantern to get
	the colored face to appear from the wall it sits on.

	"skin" is the color of the lantern. Here is a list of
	the colors:

	1 = white
	2 = red
	3 = yellow
	4 = blue
	5 = purple

I did the coloration on the new lantern textures myself (My first
model work).
The white is only fullbright in the middle area, and then fades
to a grey that will not show up right all the time. You may need
to support it with secondary light in front of the lantern to 
back light the model's face. The purple also, does not always show
up, since there is no fullbright purple. Same fix takes care of it.

*****************
If you use qED, here is the section of my .qet I altered
to use for this:
*****************

/*QUAKED light_lantern (0 .5 0) (-10 -10 -20) (10 10 20)
Light-emitting lantern.
Default light value is 200
Default style is 0
*/

[light_lantern]
Description=Light-emitting lantern. 1=white, 2=red, 3=yellow, 4=blue, 5=purple
BoundMin=-10 -10 -20
BoundMax=10 10 20
Color=33587405
Attributes=7
Attr0=origin|
Attr1=style|0
Attr2=skin|4
Attr3=light|200
Attr4=angle|0
Attr5=target|
Attr6=targetname|
SpawnFlags=0