Health & Ammo
Hey, that wasn’t THAT bad. I found the source MAP files that id used to generate the files for the ammo and health boxes in that big source drop that John Romero did awhile back. I imported those into my project, loaded the textures up manually, and used a subset of my MAP loading code to recreate them in the editor. You can now see pretty much everything in your level now. The level itself, monsters, ammo, health, torches. It’s all there!
I even added support for checking an entities spawn flags to determine which model to draw for it (so small vs large ammo, or normal vs rotted vs mega health).



OK, I’m going to have to get back to doing some serious work like undo/redo and selections but this was a fun side journey!
EDIT: That second shot is kind of spooky. If you didn’t know better, you might say that was in the game itself (with lighting turned off, of course). Cool!
November 20th, 2007 at 10:12 am
The last four posts are seriously killer. This is so awesome.
November 20th, 2007 at 11:27 am
It’s a blast to work on! Hoping to get some of the real meaty work done over the Thanksgiving weekend.
November 20th, 2007 at 3:46 pm
I have a substantial amount of time off, but it’s going to be spent doing cards for a LotR set. I’d rather be playing with a Quake edtior. :p
November 20th, 2007 at 4:05 pm
Haha. Well, she looks pretty but you can’t really do anything beyond look around and click things to delete them. I hope to get some actual editing code done real soon now…