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Emerald Hill Zone Mod BETA

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SeventhSentinel

The 7 man with the 7 plan
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I read a thread about someone wanting to make a boss like the one from Emerald Hill Zone. So I ran with the idea and I'm starting an Emerald Hill level. I'm a beginner by the way.
The level won't do anything.
I start up the level with SRB2DB, then SRB2 opens, then it just says "segment violation".
Help please!

Link: http://www.mediafire.com/?yt2tjzmezf1

Screenshots (Made in SRB2DB since it won't work):

EHZsrb2Screen1.jpg

I did manage to figure out how to get the classic Emerald Hill texture to work, and I would've made a flat, too, but SLumpEd doesn't like me. Or I'm a noob, which is most likely.

EHZsrb2Screen2.jpg


EHZsrb2Screen3.jpg

I made a bridge, too.

Any and all help is appreciated.
 
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I'll do that.
I'll only have it on my computer though, I'll post another link when it works.
 
It looks a bit empty right now. Sector and thing scenery would make it look a lot better.
 
The reason you get a segment is most probably of your MAINCFG. If you don't have an = between an option and its variable other than the LEVEL parameter, then you will get a segment.
 
It looks a bit empty right now. Sector and thing scenery would make it look a lot better.

I'll focus on that once I can actually play the level.

The reason you get a segment is most probably of your MAINCFG. If you don't have an = between an option and its variable other than the LEVEL parameter, then you will get a segment.

Thanks, I'll look into that.

EDIT: I fixed the level header (Why did I have it say version 1.0.4?) and I tried it again. It was a nice thought, but it wasn't the problem.
 
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Oh man!!
you have stolen my Idea! I already begun making an EHZ, anyway, if I go further in it, can I use you wall texture? it is the better I found around the internet.
 
Sure. Can I have the map though? I'll modify it to be like what I already have, and then go from there. We'll see who's map is better. :)
 
actually, the only thing that is done in my wad is the things and textures set's but the map is only a piece of small land just to test all things I've put in the wad, soon I will begin to really make the map.

EDIT:out of curiosity, how did you fixed the segment violation?
 
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I'll give you a tip, the problem is in the texture1 or pnames file, because when I've copied it into my wad I've got a segment violation too.
 
easy, just search for another texture that has exactly the same size of the texture your trying to put in the game, so, when you put the texture in the wad simply rename it to the name of the other texture and put it between the markers "P_START" and 'P_END" this should make a texture patch it will replace the older texture with your new one.
 
Well not yet, but I'll get to it. Thank you!
EDIT: I got to it! ;)
 
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I went ahead and looked into your wad, and found several problems that may be contributing to the errors.

1. Your textures are still .PNGs. Do you use SLumpED or XWE?

2. You lack P_START/P_END markers. SRB2 needs those to be able to tell what's a wall texture and what's a floor texture. Check here for SLumpED, and here for XWE. Let me know if you still don't get it.

3. You need to rename your TEXTURE1 lump to TEXTURE2.
 
Thanks. Being new to this whole "level design" thing, it helps to have experienced tell me what's not working and what to do about it.

1. For the record, I use SLumpED.

2. I'll do that. Thanks for the links. (EDIT: I also decided I'd need some flats as well, so I went ahaed and put F_START and F_END markers in as well.)

3. I didn't know you had to do that! Thanks!

---------- Post added at 04:24 PM ---------- Previous post was at 03:59 PM ----------

It's time for another upload!
Link: http://www.mediafire.com/?yt2tjzmezf1

Let there be screenshots!

srb20042.png

Oh, crap. look at that flat!

srb20044.png

Craaaap...oh, take a look at the upper-unpegged grass there. How do I get rid of the black part of the grass?
 
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Craaaap...oh, take a look at the upper-unpegged grass there. How do I get rid of the black part of the grass?

Open the border file in Paint and color the black sections Cyan (RGB is 0x255x255 if it's not in your palette for whatever reason). The game interprets that as transparent sections.
 
First off, the flats look like they are corrupt. To fix this, right click on the names of the images between F_START and F_END and convert them to Doom GFX and then to Doom Flat. EDIT: Actually make sure they are the correct size before you do that. Flats NEED to be square and use powers of 2 (Ex: 32 x 32, 64 x 64, 128 x 128).

SLumpEd does NOT interpret cyan as transparent. It will convert it to a different color when you try to convert the images to DOOM GFX. There are several long methods in which you can make it so SLumpEd can interpret transparency correctly. I would just say to just use XWE since it converts this stuff automatically, but if you must know how to convert stuff to the palette in SLumpED, then the post below might help you.

XWE does this job automatically, all you have to do is load the image and it will convert it. This is the easiest method to convert an image to something SRB2 can use, so I would recommend you do this.

If you want to convert the image to the palette for SlumpED, then it will be a bit tricky. The first way is to use MS Paint. To make it work in MS paint, you first need an image that is in the SRB2 palette already. This image is in the SRB2 palette already, so you can use this. (http://wiki.srb2.org/w/images/f/f6/Palette.png) After you got your image saved, then you can draw over the picture using the tools in MS paint, and it will still be in the palette when you save it. You can even copy and paste the picture you are working on into that picture, and it will convert it to the palette. Then you save the edited picture as one of your frames, and you are done.

The second way, is to get a graphics editor that supports transparency. I know GIMP can support it, and I think GraphicsGale can support it. Once you do that, open the image you are working on in GIMP. In the menu bar, click Layer, then transparency. You should see something that says Add alpha channel. If it isn't already greyed out, click it. This will make it so your image can have transparent parts. After you do that, click the fuzzy select tool (it looks like a magic wand), and set the threshold to 0. After that, you select the background (which is usually light blue or cyan) and press the delete key. The image should have a grey checkerboard background. After you did all of that, save as a PNG, and load the image in SLumpEd. Convert it to Doom GFX and the background should turn Cyan

The third way is easy once you get it set up, but the setting up is hard. We will need an image editor that can support editing 8-bit Palettes. GIMP and GraphicsGale can do this. Once again, we will need an image that is already converted to the SRB2 palette (http://wiki.srb2.org/w/images/f/f6/Palette.png). Now, you will need to get the palette from that image. I will explain how to do it in GIMP. In the menu, click the Windows Tab, then dockable dialogs, then palettes. Right click anywhere in the white space, and you should see import palette. It will look like the image below.
7130ja.png

Click on that, and then you will see a new window where it has an option of where to select the source. Click the option that says "from image". After that, you can give the palette a name, like "srb2 palette" and then click import. After that, you can save any image to the srb2 palette easily. To do this, you need to click on "Image" in the menu bar, then click on mode. You should see an option where it says "Indexed". Click on that, and there will be a new window that pops up. Select the option that says "Use custom palette". From that menu, you select the SRB2 one that you just made. After that, you should select the color dithering to None (There might be situations where you want it, but in most cases, it doesn't look good for SRB2). Save the image as a BMP, and put it in the wad with slumped, and you will be able to convert it to DOOM GFX with no problems.

-------------------

tl;dr - Use XWE instead.
 
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