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Zone Builder v2.7 - Map editor for SRB2 Details »»
Zone Builder v2.7 - Map editor for SRB2
Version: 2.7, by MascaraSnake (aka SpiritCrusher) MascaraSnake is offline
Developer Last Online: Nov 2017

Category: Version: SRB2 Rating: (18 votes - 4.94 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 16
Additional Software



Zone Builder is a new map editor designed specifically for SRB2. While there have been map editors for SRB2 before, they're all outdated, buggy and abandoned by now - making you jump through hoops to get things done. Hopefully, this stops today. Zone Builder is based on the actively developed GZDoom Builder editor (itself a comprehensive update of Doom Builder 2), and with significant care put into its development even before the first release, the intent is to make sure you never want to reach for another level editor again.

Features inherited from Doom Builder 2/GZDoom Builder
If you haven't used Doom Builder 2 or GZDoom Builder before, here are a few of the features that will be new to you:
  • Unlike in the old (SRB2) Doom Builder, level geometry will rarely if ever break if you copypaste it around or draw linedefs through existing geometry. New vertices will be added and sector references corrected so that everything stays intact.
  • In the regular 2D view, the floor textures of the sectors are overlaid over the map (you can also change this to show the ceiling textures or the brightness levels instead). Likewise, the real sprites of the Things in the map are shown.
  • When you hover over a control linedef or its tagged sector, an arrow will show up that shows their connection. In Sectors Mode, the sector tags are also shown inside the sectors.
  • There are several drawing modes that allow you to easily draw generic shapes like rectangles, curves and circles.
  • When creating a new linedef, its length and angle will always be visible on screen - so you don't have to play around with your viewpoint to get the whole picture.
  • You can have Things selected together with other level geometry at the same time. Just switch to another editing mode after making your selection and it will still be active. You can then move, resize, rotate and flip these selections all at once by pressing E to open Edit Selection Mode. Pressing C clears your selection.
  • There's a Nodes Viewer mode that allows you to view the data generated by the nodebuilder (pretty useless, but cool to play around with).


SRB2-specific features
A lot of effort has been put into 3D mode so let's list the SRB2 features which now work in it as they do in-game (features in bold have never been handled properly in a SRB2 map editor before, and those that have are handled with significantly more polish):
  • Slopes
  • FOFs (now with translucency and shadows where applicable; linedef flags that modify the appearance of FOFs are also recognized)
  • Z position handling of things (now properly clamped between 0 and 4095 at all times)
  • Things that float when given the Ambush flag are displayed as such
  • Things with the Flip flag are properly flipped
  • Repeating midtextures
  • Translucent midtextures
  • Texture alignment for FOFs is displayed correctly and can be edited in 3D mode like with any other wall
  • Flat alignment
  • Colormaps (incomplete: currently rendered at full intensity regardless of the specified alpha value)
  • Skies are rendered in 3D mode
Outside of 3D mode, notable features include the addition of a Flags Value field for all Things, so you don't have to go counting up the checkboxes and multiply the Z value by 16 each time you want to do something with a nonstandard use of flags, as well as a field for displaying and editing the Parameter value of a Thing, for the few Thing types that use it.

As you may remember, SRB2 Doom Builder had the ability to rename the Ambush flag for Thing types where it has a special significance, i.e. displaying "Float" instead of "Ambush" for rings. Workbench expanded that to the Special flag. Zone Builder is the first editor where every relevant Thing and linedef property can be renamed, including all flags, the flags value field and the Angle field. Hopefully this will make it easier to set up special effects without having to look up which field does what on the Wiki all the time.



For the few members of our community who also enjoy modding Doom and its many source ports, Zone Builder is almost* a functional superset of GZDoom Builder and as such comes packaged with all of the default Doom, Chex Quest, Strife and Hexen configuration files to map with to your heart's content (disabled by default, though, because we know what most of you are here for if you really want to play, go delving into the Game Configurations menu in Tools).

*The editor does not have any SRB2-specific behavior when working on Doom maps, but there was one feature removal for all map types. Rest in pieces, "Bridge Mode". You shall not be missed.

Releases

03/11/2017 - v2.7 - A bunch of stuff that has been sitting around for way too long
Spoiler: Changelog
  • Added feature: Added texture filters for SRB2's default textures (thanks a bunch to TehRealSalt!).
  • Added feature: Colormaps and FOFs with tag 65535 (global) are now displayed in Visual Mode.
  • Added feature: PK3s are now supported. ZB looks for patches in the directories "patches", "textures", "flats", "sprites" and "graphics". It also reads custom Thing definitions from SOCs (in the "socs" directory) and Lua scripts (in the "lua" directory). Right now PK3 support is irrelevant for you, dear v2.1 user, but come v2.2 this will be quite useful.
  • Added feature: You can now specify a category for custom Things with the $Category keyword. It works just like $Name and $Sprite.
  • Changed behavior: The custom Thing definition parser no longer throws an error when it can't read a single value. Instead, it throws a warning and continues parsing the rest of the file.
  • Added feature: The custom Thing definition parser can now read addition in a very limited manner, so stuff like "16*FRACUNIT + 32768" will no longer throw an error.
  • Added feature: The custom Thing definition parser now recognizes -- comments in Lua files.
  • Added feature: The custom Thing definition parser now recognizes the flags MF_SOLID and MF_SPAWNCEILING. In particular, this means that Things with the MF_SPAWNCEILING flag are now displayed properly in 3D mode.
  • Added feature: Added a nodebuilder configuration for normal ZenNode without REJECT. This might be useful for test builds on very large and complex maps, where ZenNode's fast setting produces errors.
  • Bugfix: ZWADs are now rejected with an error message instead of crashing the program.
  • Added feature: Added an option to disable the crosshair in 2D view.
  • Bugfix: Fixed a bunch of typos in the config.
  • Changed behavior: Changed the names of a few specials in the config that were bothering me. For example, monitors are now listed under "Monitors" instead of "Item boxes".


28/01/2017 - v2.6 - SRB2 Top Down config and bugfixes
Spoiler: Changelog
  • Added feature: Added the configuration file for SRB2 Top Down. It's enabled by default in new installations, but if you updated an existing installation, you have to enable it manually under Tools -> Game Configurations.
  • Bugfix: When changing the offsets of a linedef with a repeating middle texture (either manually or with the auto-alignment tool), the multiples of 4096 that control how often the texture is repeated are no longer cut off.
  • Bugfix: ZB no longer crashes if the loaded files contain multiple SOC/Lua lumps with the same name - it simply ignores all duplicates and prints a warning in the console.
  • Bugfix: "Slope backside" linedef types with the No Knuckles flag now use the offsets of the back sidedef as they should, instead of the front sidedef.
  • Bugfix: Thing angles outside of 0-359 are now recognized in Find/Replace mode.
  • Bugfix: The ROIH and ROII versions of the Bustable Block Sprite Parameter sector types are no longer mixed up.


17/09/2016 - v2.5 - Updates for 2.1.16 and bugfixes
Spoiler: Changelog
  • Added feature: Various minor updates for 2.1.16, such as updating the Lua syntax highlighting and adding new slope-related linedef types and flags to the config.
  • Changed behavior: Adapted the pegging behavior for lower textures with the Lower Unpegged flag, which was changed in 2.1.15.
  • Bugfix: Fixed two issues with the Lua parser's $Name parameter: Spaces are now accepted in the name and there's no longer a ] at the end of every name.
  • Bugfix: Fixed some issues with the skewing of upper textures on slopes.
  • Bugfix: Colormap is now applied correctly to flipped Things.
  • Bugfix: Indefinitely tiled middle textures with a vertical offset are now displayed correctly in 3D mode.
  • Bugfix: Fixed a crash when creating a custom FOF with an invalid back upper texture.
  • Bugfix: Fixed a crash when opening the edit window for a linedef with action 402 (aka the weirdest bug ever).
  • Bugfix: Fixed some description errors with linedef type 414 in the config.
  • Bugfix: Fixed several crashes in the Choose Thing Type window that happened when pressing certain keys while no Thing is selected.
  • Bugfix: Thing angles outside of 0-359 are now preserved when copypasting or placing new Things.
  • Bugfix: The BLOCKMAP and REJECT lumps are now deleted before nodebuilding to prevent outdated data from being loaded in-game and messing everything up.


24/05/2016 - v2.4 - Updates for 2.1.15
Spoiler: Changelog
  • Added feature: Various minor updates for 2.1.15, such as updating the Lua/SOC syntax highlighting and removing the "+ Slopes" from the config name
  • Added feature: Colormap rendering can now be disabled in Visual Mode by pressing Alt+C.
  • Added feature: You can now supply a name to be displayed in the editor for custom Things. This is done with the $Name parameter; the syntax is the same as for $Sprite.
  • Added feature: Updated the codebase to revision 2501 of GZDoom Builder, so now I'm only 135 revisions behind instead of 144. :X


06/04/2016 - v2.3 - Lua and SOC support in the script editor, custom Things supports

Spoiler: Changelog
  • Added feature: The script editor now supports Lua and SOC scripts, with syntax highlighting and autocompletion. It will automatically open tabs for all SOC_ and LUA_ lumps in the currently loaded file, as well as for the MAINCFG and OBJCTCFG lumps (even if they don't exist yet). You can also create and edit standalone SOC and Lua files, but you can't add new script lumps to existing WADs (except for MAINCFG and OBJCTCFG in the currently loaded file), because Zone Builder isn't a lump editor and I don't plan for it to become one.
  • Added feature: Zone Builder now automatically searches all Lua and SOC scripts in the currently loaded files for custom Thing definitions. These custom Things are then recognized by the editor and added to the list of Things. You can set the sprite that the editor displays for a custom Thing with a special comment; look here for an explanation.
  • Added feature: You can now assign shortcuts for increasing/decreasing the number of Things and the radius in Insert Things Radially Mode. If you're updating from a previous version, you may have to set the shortcuts yourself, otherwise the default values are Ctrl+ScrollUp/ScrollDown for Increase/Decrease Number of Things and Shift+ScrollUp/ScrollDown for Increase/Decrease Radius.
  • Bugfix: When testing a map, the temp file that contains potentially unsaved changes is no longer loaded if it's identical to an already loaded file. This was changed because SRB2 is stupid and refuses to start if it loads two identical files.
  • Bugfix: Fixed a bug that caused offsets to be incorrectly applied to middle textures.


01/03/2016 - v2.2 - Texture skewing, Parameter, Insert Things Radially

Spoiler: Changelog
  • Added feature: Added support for texture skewing in 3D mode. If you're asking yourself "What's texture skewing?", see https://wiki.srb2.org/wiki/Slope#Texture_skewing for an explanation.
  • Added feature: The Parameter property of Thing types is now recognized and can be edited in the Thing edit form. Things with the same type but a different parameter value are now recognized as having the same type.
  • Added feature: Added Insert Things Radially Mode, which allows you to place a circle of Things in the map (useful for NiGHTS mapping).
  • Changed behavior: When testing a map with unsaved changes, the game now loads the unsaved changes as well. If you have already set up a testing configuration, you will have to edit it for this to work: In the Testing tab of the Game Configurations window, check the "Customize parameters" box. In the Parameters field, add "%F" (with quotes) after -file "%AP".
  • Changed behavior: Disabled the Visplane Explorer by default since it's useless for SRB2 and prone to crashes. You can re-enable it under Game Configurations -> Modes if you like crashes.


01/02/2016 - v2.1 - Bugfixes
Spoiler: Changelog
  • Bugfix: Creating and copypasting certain FOF control linedefs no longer crashes the editor.
  • Bugfix: The nodebuilder is no longer invoked twice when entering 3D mode.
  • Bugfix: Due to an oversight, the nodebuilder was called with the "Save" settings rather than the "Test" settings when entering 3D mode, which took much longer. This is now fixed.
  • Bugfix: Entering 3D mode in a map with invalid nodebuilder data (for example a map with only one sector) no longer crashes the editor.


30/01/2016 - v2.0 - Skies, NiGHTS path, customizable Thing/linedef field descriptions, and lots more

Spoiler: Changelog
  • Added feature: Added an option to extend the crosshair in classic modes to the map boundaries.
  • Added feature: The NiGHTS path (i.e. axis transfer lines and circles around axes) is now drawn on the map.
    • Each mare is drawn in a different color; the colors are configurable under Preferences.
    • There's a toolbar button for toggling NiGHTS path drawing, which you can bind to a key if you want.
    • The precision with which the circles are drawn is configurable under Preferences.
  • Added feature: Special Z position handling for NiGHTS item circles, axes and hoops in 3D mode.
  • Added feature: The Flags value field for Things is now directly writeable (instead of having to manipulate flags and height seperately).
  • Added feature: The game configuration now handles many game-dependent things, including the following:
    • Marking slope/FOF linedef types and setting their properties.
    • FOFs that change their properties when certain flags are checked are now always displayed correctly.
    • The descriptions for linedef/Thing flags are renamed for linedef/Thing types where they have special significance. For example, the "Ambush" flag is renamed to "Float" for rings.
    • For Things, the flags value and Angle description are also renamed where they have a special significance. For example, the Angle box is renamed to "Tag" for the slope vertex Thing.
    • Thing types that float when given the Ambush flag are marked in the config and displayed as such in 3D mode.
    • Thing types that ignore the Flip flag are marked in the config and displayed as such in 3D mode.
  • Added feature: FOFs in 3D mode now support rendering planes and sides seperately.
  • Added feature: Skies are now rendered in 3D mode, which can be toggled on and off.
  • Added feature: The "Peg Midtextures" flag (see changed behaviour) is now recognised in 3D mode.
  • Added feature: In the Testing tab of the Game Configurations menu, the skill level option has been replaced with skin and gametype option for SRB2 configurations.
  • Added feature: Updated the codebase to revision 2492 of GZDoom Builder. Besides skies, the most notable addition on the GZDB side is that Find/Replace mode now allows you to search for floor and ceiling flats.
  • Changed behaviour: The minimum segment length for the Draw Curve tool is now 1.
  • Changed behaviour: Changed the "About Zone Builder" icon.
  • Changed behaviour: Changed the uninstaller icon.
  • Changed behaviour: Visplane Explorer is now available for SRB2 maps.
  • Changed behaviour: "Copy Properties" tool is now available for SRB2 maps.
  • Changed behaviour: The default texture for SRB2 maps is now "GFZROCK", the default flats are "GFZFLR01" and "F_SKY1".
  • Changed behaviour: Updated the default flag names for Effects 1-5 to reflect their usage in the Public Next SRB2 repository.
  • Bugfix: Prevented negative Thing heights for SRB2 maps (rollover led to them being extremely far off the ground in-game despite rendering properly in the editor).
  • Bugfix: Raised maximum number of segs from 32767 (signed 16-bit) to 65535 (unsigned 16-bit), like it is in SRB2 (as a result, large maps no longer crash Visual Mode).
  • Bugfix: Lumps in the same WAD file are not autocapitalised when saving a map (for those of you who want to recreate 1.09.4 and bundle terrible characters with your level packs).
  • Bugfix: Now handles patch offsets properly (they are signed 16 bit integers, not 32 bit - someone messed up when defining the ACZ sky...).
  • Bugfix: Removed the updater from new installs (my apologies to those who were curious and clicked on it - ending up with the latest version of GZDoom Builder instead of Zone Builder)


10/01/2016 - v1.1 - Mostly bugfixes and minor changes

Spoiler: Changelog
  • Added feature: .srb files are shown directly in the assets file picker, so you don't have to change the filter anymore to see them.
  • Added feature: Added an "All Files" filter to the level and assets file pickers.
  • Added feature: The number of maximum backup files is now configurable under Preferences -> Interface.
  • Changed behavior: Slope vertices are now rendered so that their center intersects with the slope, rather than the bottom.
  • Changed behavior: The selection isn't automatically cleared anymore in Visual Mode by default. You can re-enable this setting under Preferences -> Editing.
  • Changed behavior: Linedef angles are now displayed like in SRB2 (0 degrees means the linedef goes from west to east).
  • Bugfix: Vertex slopes are now always displayed correctly in Visual Mode. Unfortunately, this means that the nodebuilder is now run every time you enter Visual Mode with unsaved changes. It normally shouldn't take more than a few seconds even on large maps, but if you have issues with it, go to Preferences -> Editing and check "Use blockmap instead of nodes in Visual Mode". Note that this may cause some vertex-based slopes to be displayed incorrectly.
  • Bugfix: Fixed an issue with repeating middle textures sometimes being displayed incorrectly.
  • Bugfix: The orientation of rotated flats is now displayed correctly.


05/01/2016 - v1.0 - Initial release

Installing Zone Builder
Just download the installer in the attachment below and run it. It will take care of all the necessary dependencies. On the off chance that something goes wrong, here's what you need:
  • Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) (required only by the Nodes Viewer plugin)
  • Microsoft .Net Framework 3.5
  • DirectX 9.0 Runtime
After installing, you need to point Zone Builder to SRB2's IWAD and executable. For that, go to Tools -> Game Configurations in the menu bar and select "Sonic Robo Blast 2 - 2.1". In the Resources tab, click Add resource... and the folder symbol in the window that pops up to select the IWAD. Navigate to your SRB2 folder and select "srb2.srb". Then, in the Testing tab, select SRB2 as your application. After that, you're good to go!

If you have trouble mapping with this editor, have a look at the Zone Builder tutorial on the Wiki, which explains the basics of mapping with Zone Builder. If you want to keep up with development, look at which new features are currently prioritized or just want to see the source code for yourself, here's where you'll find the Git repository and issue tracker.

If you have any further questions, please ask in #srb2fun or as a reply to this thread. Happy mapping!

Download Now

File Type: zip Zone Builder Setup.zip (17.32 MB, 259 views)

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Comments
Old 01-30-2016   #62
MascaraSnake
aka SpiritCrusher
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Zone Builder v2.0 is out! This one's got some cool new stuff, mostly notably:



...Skies in 3D mode! Zone Builder automatically reads your level headers to find out which sky you set for your map, so no effort is required on your part to display the sky.

Other notable features include:
  • In NiGHTS maps, the Super Sonic path is now drawn on the map. Different mares are drawn in different colors so you can tell them apart easily.
  • The flags value field for Things is now writable.
  • Remember how in SRB2 Doom Builder the Ambush flag would change its name for Thing types where it had a special meaning, like displaying "Float" for rings? Zone Builder now does this for all Thing flags, as well the flags value field, the Angle field and all linedef flags.

Check out the first post for a full changelog.

Note:
If the NiGHTS path colors are all white for you, it's because your program configuration file is outdated. Go to Help -> Program Configuration Folder and then close Zone Builder. In the folder it directed you to, delete ZoneBuilder.cfg. On the next startup, your config will be replaced with the default config. Unfortunately that means you'll have to point ZB to your IWAD and SRB2 executable again.
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Last edited by MascaraSnake; 01-30-2016 at 09:25 PM.
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Old 01-30-2016   #63
*icefox*avp*
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This is getting even greater! Now the skies are rounded like in Zandronum!
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Old 01-30-2016   #64
Zwip-Zwap Zapony
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Quote:
Originally Posted by MascaraSnake View Post
Zone Builder v2.0 is out! This one's got some cool new stuff, mostly notably: ...Skies in 3D mode!
So... I take it this means it stops assigning the ~PIT texture to side-defs of newly created/altered sky-flatted sectors? Either way, an awesome update none-the-less. It will definitely look better than... well, lots of orange squares everywhere. Thanks.
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Old 02-01-2016   #65
MascaraSnake
aka SpiritCrusher
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SRB2 took 16 years to release v2.1, Zone Builder took less than a month! TAKE THAT, DEVS!

...but only because my version numbering scheme is different and I messed up some things in v2.0. This is a bugfix release that fixes the following issues:
  • Creating and copypasting certain FOF control linedefs no longer crashes the editor.
  • The nodebuilder is no longer invoked twice when entering 3D mode.
  • Due to an oversight, the nodebuilder was called with the "Save" settings rather than the "Test" settings when entering 3D mode, which took much longer. This is now fixed.
  • Entering 3D mode in a map with invalid nodebuilder data (for example a map with only one sector) no longer crashes the editor.
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Old 02-06-2016   #66
Rissian Cloud
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I'm not sure if a recent changed caused it or not, but FOF's are not rendering in 3d mode for me like they did in previous versions. They're completely invisible for some reason. However they do render if I restart the editor after they're made.

Either way this tool is amazing, and I don't think I can ever go back to doom builder after being spoiled by this. I love it and map making is once again fun instead of tedious for me with all of Doom Builder's errors.

(You guys may see 4-5 maps released by me at this rate if they pass inspection. That's how much I love this utility.)
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Old 02-06-2016   #67
Boinciel
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Quote:
Originally Posted by Rissian Cloud View Post
I'm not sure if a recent changed caused it or not, but FOF's are not rendering in 3d mode for me like they did in previous versions. They're completely invisible for some reason. However they do render if I restart the editor after they're made.

Either way this tool is amazing, and I don't think I can ever go back to doom builder after being spoiled by this. I love it and map making is once again fun instead of tedious for me with all of Doom Builder's errors.

(You guys may see 4-5 maps released by me at this rate if they pass inspection. That's how much I love this utility.)
I had this problem too and the toggle key wouldn't work for some reason - I just uninstalled it and installed a fresh copy, and everything worked. Not sure what caused it, but it's fixed now.
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Last edited by Boinciel; 02-06-2016 at 03:12 PM.
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Old 02-06-2016   #68
RomioTheBadass
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The latest GZDoom Builder build allowed seeing skybox no matter where is it in your Map :

GZDoomBuilder



Zone Builder



will this ever be a thing in Zone Builder ?

EDIT : Oh my ..... God, it worked, all i had to do is to Reinstall it .
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Last edited by RomioTheBadass; 02-06-2016 at 09:14 AM.
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Old 02-06-2016   #69
Zwip-Zwap Zapony
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Quote:
Originally Posted by Rissian Cloud View Post
FOF's are not rendering in 3d mode for me like they did in previous versions.
Just press Tab. That toggles cool things like floor-over-floors, slopes, and so on on and off.
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Old 02-09-2016   #70
Rumia1
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Ok, I'm not sure what I did to deserve this but I got this error after trying to import an OBJ file containing geometry from Sonic Heroes' Seaside Hill and then trying to go into 3d visual mode.

Spoiler:

***********SYSTEM INFO***********
OS: Microsoft Windows 7 Home Premium
GPU: NVIDIA GeForce 8800 GTS
Zone Builder: v2.1

********EXCEPTION DETAILS********
BuilderModes: Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.Ge tSectorData(Sector s)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector. GetSectorData()
at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector. Rebuild()
at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector. .ctor(BaseVisualMode mode, Sector s)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.Cr eateVisualSector(Sector s)
at CodeImp.DoomBuilder.VisualModes.VisualMode.Process SidedefCulling(Sidedef sd)
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulli ng()
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProce ss(Single deltatime)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.On Process(Single deltatime)
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tic k(Object sender, EventArgs e)
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndPr oc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

***********ACTIONS LOG***********
************************************************** *********
ERROR: BuilderModes: Object reference not set to an instance of an object.
************************************************** *********
Error: Too many SEGs have been split!


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ZenNode Version 1.2.1 (c) 1994-2004 Marc Rousseau

Unable to build the nodes: The nodebuilder failed to build the expected data structures:
Error: Too many SEGs have been split!


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Unrecognized configuration option ' '
Unrecognized configuration option ' '
Unrecognized configuration option ' '
Unrecognized configuration option ' '
Unrecognized configuration option ' '
Unrecognized configuration option ' '

Error output: ZenNode Version 1.2.1 (c) 1994-2004 Marc Rousseau
Compile time: 0.12 seconds
Compiler process has finished with errors.
Arguments: -n3 -nq -rz n1kvqzh6.tmp -o n1kvqzh6.tmp
Program: E:\Program Files (x86)\Zone Builder\Compilers\Nodebuilders\ZenNode.exe
Running compiler...
Copying map lumps to temporary build file...
Creating temporary build file: C:\Users\rumia1\AppData\Local\Temp\1t3510rd\n1kvqz h6.tmp
Copying required files for compiler...
Creating compiler 'zennode' on interface 'NodesCompiler'...
Writing map data structures to file...
Starting exclusive mouse input mode...
Binding action methods for BaseVisualMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from VerticesMode to BaseVisualMode
Unbinding action methods for VerticesMode object...
Preparing to change editing mode to BaseVisualMode...
Editing mode change complete.
Binding action methods for VerticesMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from DrawRectangleMode to VerticesMode
Unbinding action methods for DrawRectangleMode object...
Preparing to change editing mode to VerticesMode...
Creating undo snapshot "Rectangle draw", Source Null, Group 0, Tag 0, Ticket ID 3...
Editing mode change complete.
Binding action methods for DrawRectangleMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from VerticesMode to DrawRectangleMode
Unbinding action methods for VerticesMode object...
Preparing to change editing mode to DrawRectangleMode...
Editing mode change complete.
Binding action methods for VerticesMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from EditSelectionMode to VerticesMode
Unbinding action methods for EditSelectionMode object...
Preparing to change editing mode to VerticesMode...
Editing mode change complete.
Editing mode change complete.
Binding action methods for EditSelectionMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from ImportObjAsTerrainMode to EditSelectionMode
Unbinding action methods for ImportObjAsTerrainMode object...
Preparing to change editing mode to EditSelectionMode...
Creating undo snapshot "Import Terrain", Source Null, Group 0, Tag 0, Ticket ID 2...
Binding action methods for ObjImportSettingsForm object...
Binding action methods for ImportObjAsTerrainMode object...
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Editing mode changes from VerticesMode to ImportObjAsTerrainMode
Unbinding action methods for VerticesMode object...
Preparing to change editing mode to ImportObjAsTerrainMode...
Resources loading took 3.54 seconds
Map creation done
Editing mode change complete.
Binding action methods for VerticesMode object...
Previous stable mode is NULL, previous classic mode is NULL
Editing mode changes from NULL to VerticesMode
Preparing to change editing mode to VerticesMode...
Binding action methods for MapManager object...
Loaded 1215 textures, 856 flats, 0 colormaps, 208 sprites, 0 decorate things, 0 model/voxel deinitions, 0 dynamic light definitions, 0 glowing flat definitions, 0 skybox definitions, 0 sound environment definitions
Starting background resource loading...
Opening WAD resource 'E:\Users\rumia1\Documents\srb2\srb2.srb'
Loading data resources...
Creating map data structures...
Initializing map format interface SRB2MapSetIO...
Creating temporary file: C:\Users\rumia1\AppData\Local\Temp\d5n0yrrs\uibdlt wl.tmp
Loading game configuration...
Initializing graphics device...
Creating new map 'MAP01' with configuration 'Srb2-21slopeszb.cfg'
Binding action methods for Launcher object...
Binding action methods for CopyPasteManager object...
Binding action methods for UndoManager object...
Binding action methods for GridSetup object...
Temporary directory: C:\Users\rumia1\AppData\Local\Temp\d5n0yrrs
Binding action methods for MapOptionsForm object...
Binding action methods for MainForm object...
Startup done
Binding static action methods for class GZGeneral...
Creating types manager...
Creating application clock...
Loading color settings...
Loading script configurations...
Registered nodebuilder configuration 'zennode_fast' from 'ZenNode.cfg'
Registered nodebuilder configuration 'zennode_normal' from 'ZenNode.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_compressed' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_compressed' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_fast' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_fast' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_normal' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_normal' from 'zdbsp.cfg'
Registered nodebuilder configuration 'glbsp_fast' from 'glBSP.cfg'
Registered nodebuilder configuration 'glbsp_normal' from 'glBSP.cfg'
Registered nodebuilder configuration 'deepbsp_normal' from 'deepbsp.cfg'
Registered nodebuilder configuration 'bspw32_fast' from 'bsp-w32.cfg'
Registered nodebuilder configuration 'bspw32_normal' from 'bsp-w32.cfg'
Loading nodebuilder configurations...
Registered compiler configuration 'bcc' from 'bcc.cfg'
Registered compiler configuration 'hexen_acc' from 'acc.cfg'
Registered compiler configuration 'zennode' from 'ZenNode.cfg'
Registered compiler configuration 'zdbsp' from 'zdbsp.cfg'
Registered compiler configuration 'glbsp' from 'glBSP.cfg'
Registered compiler configuration 'deepbsp' from 'deepbsp.cfg'
Registered compiler configuration 'bspw32' from 'bsp-w32.cfg'
Registered compiler configuration 'zandronum_acc' from 'acc.cfg'
Registered compiler configuration 'zdoom_acc' from 'acc.cfg'
Loading compiler configurations...
Applying configuration settings...
Binding action methods for EditingManager object...
Creating editing modes manager...
Registered game configuration 'ZDoom: Strife (UDMF)' from 'ZDoom_StrifeUDMF.cfg'
Registered game configuration 'ZDoom: Strife (Hexen format)' from 'ZDoom_StrifeHexen.cfg'
Registered game configuration 'ZDoom: Strife (Doom format)' from 'ZDoom_StrifeDoom.cfg'
Registered game configuration 'ZDoom: Hexen (UDMF)' from 'ZDoom_HexenUDMF.cfg'
Registered game configuration 'ZDoom: Hexen (Hexen format)' from 'ZDoom_HexenHexen.cfg'
Registered game configuration 'ZDoom: Heretic (UDMF)' from 'ZDoom_HereticUDMF.cfg'
Registered game configuration 'ZDoom: Heretic (Hexen format)' from 'ZDoom_HereticHexen.cfg'
Registered game configuration 'ZDoom: Heretic (Doom format)' from 'ZDoom_HereticDoom.cfg'
Registered game configuration 'ZDoom: Doom 2 (UDMF)' from 'ZDoom_DoomUDMF.cfg'
Registered game configuration 'ZDoom: Doom 2 (Hexen format)' from 'ZDoom_DoomHexen.cfg'
Registered game configuration 'ZDoom: Doom 2 (Doom format)' from 'ZDoom_DoomDoom.cfg'
Registered game configuration 'Zandronum: Strife (UDMF)' from 'Zandronum_StrifeUDMF.cfg'
Registered game configuration 'Zandronum: Strife (Hexen format)' from 'Zandronum_StrifeHexen.cfg'
Registered game configuration 'Zandronum: Strife (Doom format)' from 'Zandronum_StrifeDoom.cfg'
Registered game configuration 'Zandronum: Hexen (UDMF)' from 'Zandronum_HexenUDMF.cfg'
Registered game configuration 'Zandronum: Hexen (Hexen format)' from 'Zandronum_HexenHexen.cfg'
Registered game configuration 'Zandronum: Heretic (UDMF)' from 'Zandronum_HereticUDMF.cfg'
Registered game configuration 'Zandronum: Heretic (Hexen format)' from 'Zandronum_HereticHexen.cfg'
Registered game configuration 'Zandronum: Heretic (Doom format)' from 'Zandronum_HereticDoom.cfg'
Registered game configuration 'Zandronum: Doom 2 (UDMF)' from 'Zandronum_DoomUDMF.cfg'
Registered game configuration 'Zandronum: Doom 2 (Hexen format)' from 'Zandronum_DoomHexen.cfg'
Registered game configuration 'Zandronum: Doom 2 (Doom format)' from 'Zandronum_DoomDoom.cfg'
Registered game configuration 'Strife: Strife (Doom format)' from 'Strife_StrifeDoom.cfg'
Registered game configuration 'Sonic Robo Blast 2 - 2.1 + Slopes' from 'Srb2-21slopeszb.cfg'
Registered game configuration 'Hexen: Hexen (Hexen format)' from 'Hexen_HexenHexen.cfg'
Registered game configuration 'Heretic: Heretic (Doom format)' from 'Heretic_HereticDoom.cfg'
Registered game configuration 'GZDoom: Strife (UDMF)' from 'GZDoom_StrifeUDMF.cfg'
Registered game configuration 'GZDoom: Strife (Hexen format)' from 'GZDoom_StrifeHexen.cfg'
Registered game configuration 'GZDoom: Strife (Doom format)' from 'GZDoom_StrifeDoom.cfg'
Registered game configuration 'GZDoom: Hexen (UDMF)' from 'GZDoom_HexenUDMF.cfg'
Registered game configuration 'GZDoom: Hexen (Hexen format)' from 'GZDoom_HexenHexen.cfg'
Registered game configuration 'GZDoom: Heretic (UDMF)' from 'GZDoom_HereticUDMF.cfg'
Registered game configuration 'GZDoom: Heretic (Hexen format)' from 'GZDoom_HereticHexen.cfg'
Registered game configuration 'GZDoom: Heretic (Doom format)' from 'GZDoom_HereticDoom.cfg'
Registered game configuration 'GZDoom: Doom 2 (UDMF)' from 'GZDoom_DoomUDMF.cfg'
Registered game configuration 'GZDoom: Doom 2 (Hexen format)' from 'GZDoom_DoomHexen.cfg'
Registered game configuration 'GZDoom: Doom 2 (Doom format)' from 'GZDoom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom (Doom format)' from 'Doom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom 2 (Doom format)' from 'Doom_Doom2Doom.cfg'
Registered game configuration 'Boom: Doom (Doom format)' from 'Boom_DoomDoom.cfg'
Registered game configuration 'Boom: Doom 2 (Doom format)' from 'Boom_Doom2Doom.cfg'
Loading game configurations...
Loading plugin 'VisplaneExplorer' from 'VisplaneExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'TagRange' from 'TagRange.dll'...
Loading plugin 'TagExplorer' from 'TagExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'StairSectorBuilder' from 'StairSectorBuilder.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'SoundPropagationMode' from 'SoundPropagationMode.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'NodesViewer' from 'NodesViewer.dll'...
Loading plugin 'CommentsPanel' from 'CommentsPanel.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'ColorPicker' from 'ColorPicker.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderEffects' from 'BuilderEffects.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
Loading plugins...
Starting Direct3D graphics driver...
Showing main interface window...
Loading main interface window...
Binding static action methods for class General...
Starting action manager...
Loading program configuration...
Command-line arguments: ""
Local settings path: "C:\Users\rumia1\AppData\Local\Zone Builder"
Temporary path: "C:\Users\rumia1\AppData\Local\Temp\"
Application path: "E:\Program Files (x86)\Zone Builder"
Zone Builder v2.1 startup
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Originally Posted by Cirno
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Last edited by Rumia1; 02-09-2016 at 08:22 AM.
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Old 02-09-2016   #71
Zwip-Zwap Zapony
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Quote:
Originally Posted by Rumia1 View Post
after trying to import an OBJ file containing geometry from Sonic Heroes' Seaside Hill
Well, Zone Builder isn't very fond of sloped geometry when importing OBJs, and I think it can't take any sort of geometry that's over other geometry at all either (or simply FOFs, or even just ceilings). At least that's what I remember from the "instruction manual" help thingie. And Sonic Heroes features plenty of both things.
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Old 02-09-2016   #72
MascaraSnake
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Looks like the nodebuilder wasn't able to handle the level geometry you threw at it. Obviously, the editor shouldn't be crashing when this happens, it should politely refuse to enter 3D mode. Could you give me the .obj file you imported so I can bugtest this?
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Old 02-09-2016   #73
RomioTheBadass
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It would be cool if you finally bring back the FOF setting up tool that was available in SRB2DB1, this would make it much MUCH easier to create FOFs for the selected sector .
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Old 02-09-2016   #74
Rumia1
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I tried two models, neither of which worked, here's a zip of both of them: https://db.tt/trwt4MJg What suprises me is that even the ONS model (which is just the actual path you follow) didn't work.

EDIT: I think using the loop threw the program for a loop (I'm sorry, I couldn't resist)
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Originally Posted by Cirno
Egguman-senpai...

Last edited by Rumia1; 02-09-2016 at 01:11 PM.
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Old 02-19-2016   #75
MK.exe
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How do i... erm Slope? I'd like to know.

Could someone give me like a breif description how or something?
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First person to have a map in releases with Slopes

Last edited by MK.exe; 02-19-2016 at 06:35 PM. Reason: additional comments
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Old 02-19-2016   #76
verifiaman
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Is there any way I can use this without Shader Model 2.0?
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Old 02-19-2016   #77
MK.exe
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Btw is there any .exe file that i can use to test out my maps with slopes? Thanks
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Old 02-19-2016   #78
MascaraSnake
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Quote:
Originally Posted by MK.exe View Post
How do i... erm Slope? I'd like to know.

Could someone give me like a breif description how or something?
I'll probably make a wiki tutorial in the near future because this has been asked a lot.

Quote:
Originally Posted by verifiaman View Post
Is there any way I can use this without Shader Model 2.0?
Nope, sorry.
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Old 02-19-2016   #79
MK.exe
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Well i managed to figure out 'How to slope' in the end.
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Old 02-19-2016   #80
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You know, I do like Zone Builder and all, but I think testing our slopes through an exe would be a healthy way to present something playable. I know a lot of very concerned new mappers are wondering about it as well.
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Old 02-19-2016   #81
FoxBoy8
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Quote:
Originally Posted by MascaraSnake View Post
Looks like the nodebuilder wasn't able to handle the level geometry you threw at it. Obviously, the editor shouldn't be crashing when this happens, it should politely refuse to enter 3D mode. Could you give me the .obj file you imported so I can bugtest this?

Yo Mascara Snake, how do you actually make the slopes on the editor?
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