SWQ Windows
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MODELS
models\objects\cyl_10x10\tris.md2
models\objects\rec_10x20\tris.md2
models\objects\rec_32x63\tris.md2
models\objects\sq_10x10\tris.md2
models\objects\sq_32x32\tris.md2
models\objects\sq_64x64\tris.md2

SKINS
models\objects\window_name\skin0.pcx - solid white
models\objects\window_name\skin1.pcx - solid blue
models\objects\window_name\skin2.pcx - solid green
models\objects\window_name\skin3.pcx - solid red
models\objects\window_name\skin4.pcx - solid yellow
models\objects\window_name\skin5.pcx - edge white
models\objects\window_name\skin6.pcx - edge blue
models\objects\window_name\skin7.pcx - edge green
models\objects\window_name\skin8.pcx - edge red
models\objects\window_name\skin9.pcx - edge yellow

The skins themselves are 64x64 with only a small portion actually used. This is
more a byproduct of my laziness since I didn't want to experiment with multiples
other than eight, than anything else. Although I didn't bother making a nice
large skin for another reason, distortion. Larger polys are more likely to
distort when you get close to them, not world brushes, only md2's for some
reason (lack of Z-buffer for models?). I was thinking of using a pattern of
triangles to control the distortion but unfortunately the problem seems to be
a matter of how big the polys are on-screen and not their physical size. In
other words, now matter how small the polys, if a player can get very close to
them for a close look then they will warp like mad. Since players will probably
want to be close to windows and translucent doors I figured the warping would
only ruin any nice patterns or designs you might put on them.

Rip's blurring effect should work for these skins though, hence the extra set
of edged colors where the color is stretched around the edges. I think it'll
end up looking pretty weak in-game, and the warping will be a factor. Its more
an experiment than anything, if anyone would like I can replace these with other
colors or try adjusting the skin mesh. Don't forget to add a trans66/33 flag or
else the edged skins will only be a solid line of color. And I would think it'd
be best to code one generic window entity and let players specify the model
location and skin number (or skin location though that'd be excessive).

Of course you'll have to make your own 100% transparent brush for collision
detection purposes. Maybe the coder could even allow links between the brush and
these models, it'd be appropriate for the model to be 'stuck' in the center of
the brush anyway (so it'll keep up). In this way you could toggle the brush on
or off and thereby control the display of this window/door panel.