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Note that modding the map to any other size than 2048x2048 will fail for now. We've found bugs with it and are working on solving them, but it will take a while.

Note that once the bugs are solved, the map still won't support custom resolutions, but most likely will be limited widths/heights that are multiples of 512.
 
The solution being worked on is probably going to be even stricter, yes. Note the "probably", since it's not actually done yet. But given the information I have now, a resolution of 3584x2048 will work in the future.
 
Working on your own TES mod? Fair enough, but you realise there's a team already working on one?
I don't mind the competition, but thought I'd let you know ;)

As for the map not working, that's because it's incomplete, and the source map isn't good enough as a base, you have to manually sharpen the edges of the landmasses to get them to work properly. This can be done simply by using the fill tool multiple times, or you can manually draw along the landmasses to get a finer edge (fill tool will make it boxier).

Of course, though this is more of a personal project for fun, I imagine you have already done all the 'fun' stuff :p

Thanks for getting back to me. Perhaps you could be more specific in regards to what is making it "incomplete"? And by "sharpen the edges" do you mean get rid of the mask's anti-aliasing so it is monochromatic instead of greyscale?
 
About two seconds into the first loading screen after the Paradox Interactive splash.

Log files:

graphics.log:
[provincetemplate.cpp:250]: Province 0 has invalid origin


setup.log: (last few lines)
[map.cpp:1396]: Adjacencies for 1014 ==> 154 155 156 970 974 1015 1016
[map.cpp:1396]: Adjacencies for 1015 ==> 104 105 106 142 143 974 977 1014 1016
[map.cpp:1396]: Adjacencies for 1016 ==> 970 977 991 1014 1015
 
It crashes at 'calculating paths' (took me 10 minutes to work that out, it flick up for a millisecond!). I assume that is perhaps something in relation to movement between provinces? I'll check it out.

Keanon, could you be more specific in relation to 'colour indexes' and 'not all files present'?
 
I attempted to modify Caligulabob's Western Hemisphere map and failed horribly. I attempted to add a single province (dubbed 'Testopolis') where Washington DC sits, taking away land solely from the County of Toulouse (PROV214) in the mod, and saved the altered provinces.bmp appropriately as the right filetype and as the right sort of bitmap and so forth. I used the appropriate RGB value for the new province and added one value to max_provinces and sea_starts in default.map. I moved and reassigned the old PROV930, which had previously been a sea province, as PROV1036, and made the respective move in positions.txt. Aside from that sea province move, I also tweaked province 214 (Toulouse) and 930 (Testopolis) in positions.txt. I added a "930 - Testopolis.txt" province file to the history/provinces folder. I didn't bother with landed_titles.txt, as all I wanted was for the province to load even as a wasteland in-game.

The entire map loads up as province-less, and if I hover the cursor over the empty landmasses of America I see ANY_ALL (No Character) pop up. What did I screw up?

e: Evander's GIMP advice is something I should've read beforehand.
 
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Could a map like this, if switched to greyscale and then fiddled with from there, serve as a decent basis for a map based on a real-life location?
 
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Yes, although you are better off just getting it from Blue Marble.
Blue Marble's maps are too big. I can't load them in GIMP!

e: Got it to load on another machine. Confound this computer's memory limitations. A greyscale and colored topographic map of the same region's enough to start with, right? Really need to find the "help me how do map" guide again. Ought to be in the OP or stickied itself, you ask me...
 
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When trying to just get a map loading at all, does it matter what the max_provinces and sea_start entries are? Right now I thought I had all the map files properly sorted out (with provinces.bmp just being blank white/black), but the game crashes at "processing flags" and error.log says nothing. Should I switch max_provinces and sea_start to = 0 and see if that helps?

e: 2816x2048 is a totally legit size to work with, right?
 
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I confess I'm still confused on some matters-- are all map dimensions supposed to be multiples of 512 or 256? If it's the latter, then why isn't this map mod working?
 
try to start your mod with at least one province. I got a map to load with only 4-5 provinces and the max_province value unaltered.

By God, that did it! Er, mostly:

b7CNmL7.jpg
I presume the colormap files have got to be redone, and some value somewhere for the borders has to be tweaked to fit properly. What exactly are the colormap files looking for? Judging by this outcome, they won't accept any old coloration and willy-nilly pattern.
 
Does it matter what number definitions.csv ends at, beyond the max_provinces number? I mean, the vanilla map has a max_provinces of 1036, but definitions.csv goes on to 14148. With a new map, should definitions.csv end at the max_provinces limit, or go on willy-nilly forever?
 
So if I have this right, major rivers in the Old Gods update count as land provinces? At least, their IDs are all lower than the sea_starts value. For topology.bmp, then, should those river provinces be above 'sea level' or below it?
 
I am not good at making maps. This is a map of America I tried to make, but no matter what I do, the game crashes at 'Calculating Paths'. What have I been doing wrong and how do I fix it? I just want to get to the point where the main screen loads up.
 
I'm not sure whether this question belongs here, but anyway.

View attachment 86627

A wise man on these forums said somewhere that the first step towards creating a map is coloring everything black & white. That may be easier said than done here, though. As you can see, the original creator of this map did some fancy stuff to make the land edges smooth over into the water. I know there's a Photoshop option that lets you color everything in one area in one color, while leaving everything else untouched. Does that option exist in Paint.NET or am I doomed to do this all by hand?
I got to the black and white bit with GIMP, but the basic thrust should be the same in Paint.NET if it's got the same functions. I started off with a map much like yours, desautrated it (made it greyscale, basically) and then used the brightness/contrast function to crank Contrast to its max value, which then turned the Greyscale image into black and white. Adjust brightness if necessary before cranking up the contrast, and bam, done.
 
Cross-posting from the Issues With Custom Maps thread, since this is probably a more appropriate thread for it:
How much does trees.bmp matter? I'm currently working on a 2816x2048 map, and vanilla's trees.bmp is 256x293 for what's normally a 2048x2048 map. To make the file work with the new map, do I have to resize it to (256*(2816/2048))x293?

e: I've getting an error in graphics.log which (in part reads)
Code:
[pdxmapgeneration.cpp:222]: Too small river found at 1503, 540
[pdxmapgeneration.cpp:222]: Too small river found at 1500, 538
For the sake of visual aid, I've colored in those two points in orange, cropped the image and blown it up to show what the map's referring to:
Blheb5x.png

Do I have to make the dark blue part of the river wider, or what?

e2: The river errors no longer appear in the logs, but
Code:
[gfx_dx9.cpp:1436]: Error create vertices -2005530516 8 0 28
[gfx_dx9.cpp:1439]: managed
is in error.log, and
Code:
[provincetemplate.cpp:244]: Province 0 has invalid origin
[eu3graphicalmap.cpp:2041]: Province 6 has illegal capital location, x: 2210.000, y: 548.000(Bounds x: 2201-3654, y: 537-566)
is in graphics.log. Isn't province 6's capital even within the bounds as defined by the output above? What the devil's going on?
 
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