// 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

