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sorry, I didn't find what causes the mess.

Yh that's ok. I have a suspicion that my provinces file may be the offender somehow. Thanks for taking a look though!
 
How would you go about making a topology map?

I already have the basics (sea level universally 95, land level universally 98), but nothing I try beyond that turns out even remotely pretty.

you should go at max 94 for seas. starting at 97 is ok for landmass.

when you draw you topology, use and abuse gaussian blur to smooth slopes.

Yh that's ok. I have a suspicion that my provinces file may be the offender somehow. Thanks for taking a look though!

the "cut" definitions file is maybe in cause but I'm not sure.
 
Thanks for the sea level tip.

But how do you go about drawing the topology xD ? Just draw some stuff and blur and fiddle with it to oblivion?
 
How would you go about making a topology map?

I already have the basics (sea level universally 95, land level universally 98), but nothing I try beyond that turns out even remotely pretty.

Use the paint tool with a bright grey (The brush with a solid colour in the middle which fades out towards the edges). Focus on individual mountain ranges/hills to start off with (I find it easier with a colormap/terrain map in the background to guide me .
Go over mountain ranges multiple times if they are supposed to be tall. What you can do to add even more definition is decrease the size of your brush and have squiggly bits coming off the bulk of the mountain.

To check your progress without needing to go ingame, use a bump map filter with maximum depth to give you a good idea of how things are looking.

Generally, don't worry about making hills at the start. Flat land can be given definition through colormap.dds. Focus on mountains and important highlands at the start and then go back and add more hills if you feel the need tto.
 
Use the paint tool with a bright grey (The brush with a solid colour in the middle which fades out towards the edges). Focus on individual mountain ranges/hills to start off with (I find it easier with a colormap/terrain map in the background to guide me .
Go over mountain ranges multiple times if they are supposed to be tall. What you can do to add even more definition is decrease the size of your brush and have squiggly bits coming off the bulk of the mountain.

To check your progress without needing to go ingame, use a bump map filter with maximum depth to give you a good idea of how things are looking.

Generally, don't worry about making hills at the start. Flat land can be given definition through colormap.dds. Focus on mountains and important highlands at the start and then go back and add more hills if you feel the need tto.

Hey, that's excellent advice!
 
Yeah, you're right. An in-game test has shown me some clipping on 95. I've put sea on 93, just because of that.
 
Just in case anyone has the same problem I mentioned recently, I managed to solve it. Rather than exporting from GIMP, I opened the provinces.bmp file in paint.net and then saved it from there. I have no idea how it worked, but it did.
 
I'm through with topology for now.
Could anyone explain how exactly to add new terrain types? I dug around quite a bit, and I cannot make sense of it. (I mean, I can only partially, but in the AGOT mod, how the hell did they get more than sixteen!)
 
Ah; reading comprehension's apparently just beyond my grasp.

Then how does one bind the terrains to the terrain textures?
 
Ah; reading comprehension's apparently just beyond my grasp.

Then how does one bind the terrains to the terrain textures?

They are already pre-bound to certain slots

So replace sand with lava and beige gives you lava.
 
Yes, I know that.

But there are two (three?) unused textures which I'd like to repurpose and use. I don't know how to bind it anew.
 
Yes, I know that.

But there are two (three?) unused textures which I'd like to repurpose and use. I don't know how to bind it anew.

If you open the original terrain file, you should be able to find the palette which it comes with. There are unused colours (afaik) on the palette, such as pink. If there are still more textures to bind than colours in the palette, then I can't help you as I haven't got that far yet with my current project :unsure:
 
What files would be preventing a map from running with a correct default.map file in place? I've edited positions.txt so that all of my provinces have cities and units within them. My default.map file has province numbers+1 and the first water province defined. My mod works fine when I remove the custom default.map, but crashes when it is present. My map is 3072x3072.
 
Ok, my issue has now become very strange. I've been investigating the problem and it seems that (my max provinces no. is 864 btw) when I set sea starts to 861, the game runs, but at 860, the game crashes. It therefore seems to me that a single province is preventing me from setting sea starts at 860 (My goal is 586, but i'm trying to work down to find the offending provinces.).
Does anyone have any idea why the offending province might be doing so? It's RGB colour code is unique, and like one of the sea provinces which does work, it has no islands within it, or even bordering it (although two of the ones which work actually do).
This one really has me at a loss and any help would be more than appreciated.
 
Ok, my issue has now become very strange. I've been investigating the problem and it seems that (my max provinces no. is 864 btw) when I set sea starts to 861, the game runs, but at 860, the game crashes. It therefore seems to me that a single province is preventing me from setting sea starts at 860 (My goal is 586, but i'm trying to work down to find the offending provinces.).
Does anyone have any idea why the offending province might be doing so? It's RGB colour code is unique, and like one of the sea provinces which does work, it has no islands within it, or even bordering it (although two of the ones which work actually do).
This one really has me at a loss and any help would be more than appreciated.

don't mind if there is a gap of free slots between and sea provinces.
f.e. you can have 1500 total provinces, 800 land provinces affected and the game sea provinces are starting at N°1000.

I'll recommand adapting from vanilla definitions if this file is what causing the troubles.
 
don't mind if there is a gap of free slots between and sea provinces.
f.e. you can have 1500 total provinces, 800 land provinces affected and the game sea provinces are starting at N°1000.

I'll recommand adapting from vanilla definitions if this file is what causing the troubles.

Thanks for the help! I still haven't solved the problem, but you've certainly helped me to get closer to doing so. When I replaced the province numbers for my water provinces with 1000-1277, I was able to start my map with starting water province set at 1258. Of course, I then tried 1255 and it crashed when loading the final set of graphics yet again. I'm now convinced that the definitions file is indeed somehow the cause, but after continuing to play around with it still can't work out how.
 
I went back into the file and tried moving a certain offending province number up with land files temporarily and was able to set my water province start number back in default.map, with no row where the previous number was (a gap). I found the next offending province and did the same, but after removing two adjacent provinces I'm getting the feeling that it may take me a while to get to the next working file.

This can't be magic. I'm trying to find a logical reason why the game engine is refusing to finish loading graphics with certain province number/province RGB combinations (Or maybe just certain province numbers or RGB's), but I can't for the life of me work it out.

Edit: It wasn't endless. Moving a third adjacent province let me move the water start further down again. Still, I'd like to understand why this is happening so I don't end up with random impassable water sections.
 
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