Editor mode is where you create the parks and coasters. The possibilities are nearly endless of what you can create! NoLimits features a powerful editor that will help you create detailed parks and extremely realistic roller coasters. The controls may seem daunting when you first start using them. Keep at it! With help from this guide you will see that creating coasters is not very difficult at all.
NoLimits 2 files are full parks capable of hosting multiple coasters. You can fill a park with as many coasters, scenery objects, scripts, plants, and modify the terrain inside the editor. This section will cover each area including the Menu Bar, Tab Bar, Context Bar, Display Options and more.
The park editor is divided into a few main sections: Menu Bar, Tab Bar, Control Bar, Info Bar, and one or more Viewports. The Menu Bar is always at the top of the screen with the Tab Bar directly below it. Control Bar is on the left side of the screen. The buttons here change depending on the currently selected Tab. The Info Bar is on the bottom of the screen. Viewports take up the rest of the space. Each Viewport has controls to display or hide different items to help make designing coasters and parks easier. If you have NoLimits configured to show multiple Viewports, you can easily drag the borders between each Viewport to adjust how large each is.
The Menu Bar contains four drop down menus: File, Edit, View, and Help.
The File Menu will be your first stop to create a new park, open a park, save, and more.
Note: due to the way additional files might be referenced by a park file, there is no "Save As" inside NoLimits 2 implemented. Parks can be renamed from inside NoLimits 2 (Park Settings) though.
- New - This command allows you to create a new park. New Park Screen
- Open - This command presents the File Browser window with available parks to load.
- Open Recent - This command presents a list of recently opened files for convenient quick access.
- Save - Saves the park.
- Close Park - Closes the current open park without leaving Edit Mode.
- Save Package - Saves the park into a space saving package file that will include the park file and all custom files necessary to load the park. This function is similar to the NL Track Packager developed for NoLimits 1. Save Package Wizard
- Extract Package - Opens up a park package file and deposits the included files into your NoLimits 2 parks directory.
- Steam Workshop - Opens the Steam Workshop Window for submitting and updating park packages (Steam Version only).
- Preferences - Allows customization of various features of the editor. Editor Preferences
- Leave Editor - Exits Editor Mode and returns you to the main menu. If you have a park open, the park will remain open and ready to enter Play Mode. If you have not saved your work, NoLimits 2 will prompt you to save any changes.
This menu engages various edit modes to add/modify different items to the park. Undo, Redo, and Delete commands are also found here.
Selecting an option from this menu will display that particular settings panel. To make the panel close, click the [X] in the upper right corner of the panel.
Click on Help or press F1 to access this help file. Click on Show Tip to have a random helpful tip displayed. On the Tip screen you can configure the Show Tip window to display when you enter the Edit Mode.
New Park Screen
This screen prompts you to create a name for your new park and specify the location to save it. If the project is going to be complex with multiple custom textures and files, it is recommended to place the park in a separate folder.
Save Package Wizard
This wizard helps you save all files for your custom park in a single space-optimized file. The first screen asks if you want to encrypt and lock your package with a password. If you want to protect it, check the Encrypted check box, then enter the password of your choice in both boxes. Note that only people who have this password can open the package and access the park.
The second screen adds the park file and any other files NoLimits 2 can detect are in use in your park. If you need to add additional files, click on the Add button to navigate to them. Highlight an extra file and click remove to remove it from the package. When you are ready, hit Okay to create the park package.
Note that files that start with e.g. "intern:", will never be included inside packages. Those files are part of NoLimits or part of expansion packs.
Viewports display your park from multiple directions as build the coasters and park of your dreams. A few key controls help show the information you need.
- Grid Checkbox - Check this box to show a grid.
- Snap Checkbox - Check this box to enable a snap function which automatically snaps nodes into positions along the snap grid.
- Display Options - Click on the Display button in a Viewport to enable or disable different objects:
- Control Polygon - The lines between vertices that show how the vertices affect the track shape.
- Wireframe Track - The rails of the track displayed as simple lines.
- Vertices - Blue balls that are used to shape the track.
- Roll Points - Green discs that mark the location of track banking settings.
- Separators - These objects divide the track into segments to allow for different appearances throughout the coaster (color, spine style, etc).
- Additional Points - These objects are used on some coaster styles that feature special function nodes used for specific functions (example: triggers for locking/unlocking spinning seats).
- Overlay - Use this control to display or hide an overlay graphic.
- Terrain - This setting controls the display of ground and water.
- Scenery - This setting controls trees, plants, grass, and all added scenery objects.
- Supports - Use this to show or hide all supports on a coaster.
- Support Nodes - Use this to show or hide all nodes used in supports, but leave the wire frame drawing of the supports present.
- Spline Display Options - NoLimits offers many helpful options to draw along the main path of your track in Editor Mode.
- None - Choose this option to hide all of the options below.
- Spline - Choose this option to show the spline of the coaster (the path of the track). If your heartline setting is at track level, this line will display directly between the rails. If your heartline setting is at a different level, the rails will be drawn with that offset from the spline.
- Blocks - Displays the block borders of your coaster. Note that only one train may occupy a block at a time. We recommend you have at least one more block than you have trains on the coaster. For more on Blocks, see the Block explanation section.
- Radius Comb XY - Select this to display a comb of colored sticks that represent the radius of the track at that point. This option displays a comb along two specific axis: orange for vertical and red for horizontal radius (relative to the track’s orientation).
- Radius Comb Single - This option displays a single radius comb that points in varying directions depending on the curvature of the track. Longer bars indicate a smaller radius.
- Speed Comb - This option calculates the speed along the track and indicates the speed with a comb. Longer bars indicate higher speed. Mouse over a comb to see the speed displayed in the Info Bar. If the comb disappears the speed is 0 and the coaster will make it over that point.
- G-Force Comb - This useful comb uses the speed and track radius to calculate g-forces. The resulting forces are displayed with a comb that changes color to indicate the intensity of the forces.
- Zoom +/- These buttons zoom in and out of the current viewport. The mouse wheel can also zoom in and out if configured to do so in the settings.
- View Selection - Choose from Top, Front, Back, Left, Right, Perspective, and Track views for the current viewport. Top, Front, Back, Left, and Right views (orthogonal views) can be navigated by using the sliders at the edge of the viewport or by holding the right-click mouse button and dragging the map around. The mouse wheel can be configured to zoom or scroll.
When in Perspective and Track view you will have an additional control over Field of View (FOV). This slider changes the field of view from wide to narrow. The default is in the middle of the slider.
Perspective view allows you to fly around the scene using the same flying controls in Play Mode. Right clicking in a viewport set to Perspective or Track mode enables the keyboard and mouse controls to move the camera. Right clicking again returns the mouse cursor and locks the camera in place.
Track view keeps the view locked to the currently active coaster track. The Fly Forward and Fly Backward keys (W and S by default) move the camera forward and backward along the track. Fly Left and Right (A and D by default) change tracks of the currently active coaster. This is useful when the current coaster has multiple circuits as in the case of a racing coaster, dueling coaster, or a coaster with multiple storage tracks.