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Inferis said:
XieChengnuo said:
Still that little sort of error check for number of provinces would be great. In fact it would be really great if it could show you in a dialog box somewhere the number of provinces that are currently drawn on the map, and the maximum number of provinces available.
For the record: there's no GUI whatsoever, so you'll have to wait until somebody decides to write one before you have a dialogbox. ;)
I guess I'll add a little textbox to mine which says "1615" :p
 
Mr. Capiatlist said:
Okay, let us say I've made my own; non-earth map using photoshop; how will I put my map onto the game? Will I have to trace it or what?
Depends on your machine. If it can manage the export and import of the full map, and it can work with a 3 layer PSD file of size 18944x7296 (you do the math), you'll be able to edit the map in a whole.
Otherwise, you'll have to do it part by part, depending on your machine limit (larger parts, more demands performancewise).

You made a good point however: I have no way to create an empty map ATM: I'll include a /create option in mextract to create an empty map instead of extracting the existing map.
 
Inferis said:
...it can work with a 3 layer PSD file ...
Will your tools ignore extra layers in the PSD? Will it look for particular layer names?

Also, what happens if the map exceeds the 16 meg limit? Just an error returned or partial drawing?
 
WiSK said:
Will your tools ignore extra layers in the PSD? Will it look for particular layer names?
Other layers can be there. They will be ignored.
mimage will look for layer names. Since you can have multiple layers with the same name, I also have to say that it will take the first layer found (with the specified name). There's also currently a bug in the PSD code that causes the layers to be locked in Photoshop, but since you can duplicate them and continue editing on the duplicate (and throw away the original) that's not a very important problem.

WiSK said:
Also, what happens if the map exceeds the 16 meg limit? Just an error returned or partial drawing?
There's no checking in valid input yet. If you fuck up, the (eu2map) file is likely to be left corrupt. I'll add stuff like that layer (probably a mcheck tool, I dunno).

The tools in their first version will be very rudimentairy and probably will contain a buttload of bugs. :eek:o I have to admit I'm not very good at testing my own code. But I guess I'll have you people for that. :p
 
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Inferis said:
The tools in their first version will be very rudimentairy and probably will contain a buttload of bugs. :eek:o I have to admit I'm not very good at testing my own code. But I guess I'll have you people for that. :p
Perhaps we'll find a use for Hive after all ;) :p
 
I think I've decided to go with four layers instead of your three, Inferis. I did some experimenting with 'guessing' the nearest province when a border crosses a river. This was okay, but leads to some inconsistant results for me. Especially the fact that in the original lightmaps many borders are divided lengthways such that each half is on opposing provinces. I couldn't recreate this effect consistantly.

So I'm planning the following 'layers': shading, provinces, borders, rivers. When you extract the provinces, you get no river provinces whatsoever, instead the rivers are covered over by their neighbouring provinces. This is much more consistant, since in the original lightmaps 'pure' river nodes (where province descriptor primary id is a river and there is no river id part in the descriptor) are always surrounded by a single neighbouring primary province.

I think this will allow the user much more control over how the borders and rivers will look in the game. On the downside, an extra source layer is another few hundred megabytes on disk.
 
WiSK said:
So I'm planning the following 'layers': shading, provinces, borders, rivers. When you extract the provinces, you get no river provinces whatsoever, instead the rivers are covered over by their neighbouring provinces.

But that problem is that the current lightmaps do not have that overlap, only the parts that are under a border have the complex encoding (with adjacenties). While you could generate all 4 layers for those pixels, the parts of the rivers not covered by borders is something else. Although you could argue that you could use the "find-nearest-province" algorithm to fill those in for you.

I don't know... I'm not sure the added accuracy weighs up against the added complexity for editing.
 
Inferis said:
But that problem is that the current lightmaps do not have that overlap, only the parts that are under a border have the complex encoding (with adjacenties). While you could generate all 4 layers for those pixels, the parts of the rivers not covered by borders is something else. Although you could argue that you could use the "find-nearest-province" algorithm to fill those in for you.
That's what I meant with the following:
WiSK said:
since in the original lightmaps 'pure' river nodes (where province descriptor primary id is a river and there is no river id part in the descriptor) are always surrounded by a single neighbouring primary province.
The important thing is that those 'uncovered' bits of river are easier to match with a province than the borders are to split. For me at least :)

Inferis said:
I don't know... I'm not sure the added accuracy weighs up against the added complexity for editing.
That's the thing, in my head I'm looking at a different model for the source maps I guess. If it turns out to be unusable, I will change it. I do see that your model is easier for the user, but I think the whole thing is probably going to be more complex than some people expected anyway.
 
Inferis said:
Depends on your machine. If it can manage the export and import of the full map, and it can work with a 3 layer PSD file of size 18944x7296 (you do the math), you'll be able to edit the map in a whole.
Otherwise, you'll have to do it part by part, depending on your machine limit (larger parts, more demands performancewise).

You made a good point however: I have no way to create an empty map ATM: I'll include a /create option in mextract to create an empty map instead of extracting the existing map.
My machine? If you mean computer it is the latest Gateway.... if you mean my Photoshop it is 7.0 public version. What are the other two layers for? Right now my map is one layer....
 
Mr. Capiatlist said:
My machine? If you mean computer it is the latest Gateway.... if you mean my Photoshop it is 7.0 public version. What are the other two layers for? Right now my map is one layer....
Have a look at Inferis' example psd demo

Inferis said:
Magellan update: I'm redoing my implementation of the ID map as it proved to be buggy, and the code is messy. After that, I should be ready to release stuff.
Are you going to fix the download link on your site? My boss is at a client all day tomorrow, so maybe got some time to play ;)
 
Mr. Capiatlist said:
My machine? If you mean computer it is the latest Gateway.... if you mean my Photoshop it is 7.0 public version. What are the other two layers for? Right now my map is one layer....
To edit the full map, you'll need A LOT OF MEMORY (and harddisk space).

File size = 18944 x 7296 x 3 x 3 = (mapsize) x (bytes per pixel) x layers = 1.243.938.816 bytes or 1.15 gigabytes.
Opening this in photoshop will be one thing, but extracting, exporting and importing will take it's toll too (which will be even larger, probably).

Clear now? ;)
 
As a beta tester for Inferis, I'm proud to show you all my first rather successful edit to the map:

post-25-1106928643.jpg


Having said that, though, I must also say that the editor still have a number of bugs - some of them being quite big, actually (if I hadn't cropped this image, you would see huge chunks of weird PTI placed in random positions all around the map for some reason).

So it will probably take a while before he have an editor usable for "real" editing ready. But he sure is on the right track!
 
XieChengnuo said:
Inferis do you have some numbers as to exactly how much memory we'll need? right now i have a gig of RAM and 130GB of space -- is that enough?
1 gigabyte of RAM should be plenty :)

Hive said:
So it will probably take a while before he have an editor usable for "real" editing ready. But he sure is on the right track!
As the other alphatester, I was busy cutting a strait between Kyushu and Kansai. No screenshot I'm afraid, cos it didn't like the modified adjacencies :(

EDIT: my bad, I used the wrong parameter: /G2 instead of /G ... screenshot coming up ...
 
Inferis said:
And I didn't even see what you changed.
What province did you drop?

I dropped one of the Greenland provs, and instead merged them (as well as added the Greenland PTI, so that Greenland is now 1 huge province).
 
Well, it's a bit rough, but I made a bit of sea between Kansai and Kyushu (click for screenshot). It's not a proper strait because I still have to exchange the province id's for those of Kent and Calais. Be interesting to see if that works :)
 
WiSK said:
Well, it's a bit rough, but I made a bit of sea between Kansai and Kyushu (click for screenshot). It's not a proper strait because I still have to exchange the province id's for those of Kent and Calais. Be interesting to see if that works :)

That reminds me of my own sketches of a new Japan:

post-25-1106930073.jpg


Though I'm not sure about that Calais/Kent thing.... because if Johan then removes it in a future patch, Kansai and Kyushu will be cut off from each other...