Undoing Sector Joins in DoomBuilder
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- Patriot1776
- Posts: 425
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- Location: Moonshine Still, North Carolina Mountains
Undoing Sector Joins in DoomBuilder
Is this possible? I'm doing sector lighting in DooM Format maps (Astrostein Redux) and I've come across a problem where three sectors are all three named sector 100 but they are not connected. Is there any possible way to split them back up, to individually renumber sectors? I would really like to know if this possible to keep from having to redo some lighting work I've already started.
- Kappes Buur
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Re: Undoing Sector Joins in DoomBuilder
GZDoombuilder or Doombuilder2:
Go into Make Sectors Mode (default M).
As you move the mouse cursor over the sector, it will highlight. Then left click on each sector.
If the sector flashes, then you succeeded.
If the sector does not flash, then run Map Analysis (default F3).
Correct the errors, if any show up.
Go into Make Sectors Mode (default M).
As you move the mouse cursor over the sector, it will highlight. Then left click on each sector.
If the sector flashes, then you succeeded.
If the sector does not flash, then run Map Analysis (default F3).
Correct the errors, if any show up.
- Patriot1776
- Posts: 425
- Joined: Sun Jun 29, 2008 10:24 am
- Location: Moonshine Still, North Carolina Mountains
Re: Undoing Sector Joins in DoomBuilder
Whew! Thanks much! Now that I know about this, I won't have to worry so much about having to undo and redo work when I screw up.
Re: Undoing Sector Joins in DoomBuilder
Ctrl + Z works for me.
You can also open up a tab on the right side of the screen that documents your actions and you can undo stuff from there. I'm a Doom Builder user mostly, but I reckon GZDoom Builder should have it too.

- Patriot1776
- Posts: 425
- Joined: Sun Jun 29, 2008 10:24 am
- Location: Moonshine Still, North Carolina Mountains
Re: Undoing Sector Joins in DoomBuilder
I know about Ctrl + Z as well, but there are times I really don't wanna use that as that entails redoing work that I've already done and isn't effected by DB2 deciding arbitrarily to join some pre-existing sectors together as I add in lighting sectors and suddenly I find one of my lighting sectors controlling the light level for areas I don't want it controlling because my lighting sector has become joined oddly with sectors that will not be getting the lighting treatment. The 'Make Sectors' treatment I've been shown here eliminates me having to undo a bunch of my lighting to keep sectors from getting joined together when I don't want them to, during the redo. I can now just go and separate the sectors that have gotten joined together unexpectedly.
- SouthernLion
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- Joined: Wed Aug 21, 2013 6:45 pm
Re: Undoing Sector Joins in DoomBuilder
I WISH I KNEW ABOUT THIS A YEAR AGO!!!! lol Man... all the work I've spent going manually over SideDefs..Kappes Buur wrote:GZDoombuilder or Doombuilder2:
Go into Make Sectors Mode (default M).
As you move the mouse cursor over the sector, it will highlight. Then left click on each sector.
If the sector flashes, then you succeeded.
If the sector does not flash, then run Map Analysis (default F3).
Correct the errors, if any show up.
- esselfortium
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- Joined: Tue Sep 19, 2006 8:43 pm
- Contact:
Re: Undoing Sector Joins in DoomBuilder
That only helps if you haven't done anything else since merging the sectors, which is almost never the case.0bsidian wrote:Ctrl + Z works for me.You can also open up a tab on the right side of the screen that documents your actions and you can undo stuff from there. I'm a Doom Builder user mostly, but I reckon GZDoom Builder should have it too.
Make Sectors mode was a godsend in DB2 -- in Doom Builder 1.x, the only reliable way of splitting sectors was to manually trace over their outlines, which (combined with its lack of smart snapping to off-grid vertices) meant a lot of time was spent squinting at a fully-zoomed 1-unit grid, especially if you had anything curved or otherwise remotely complex.