I suppose that might be it, but I'm using a custom startdate though which is thousands of years in the future if you go by the ingame calender. Hence why it puzzles me somewhat.
You find this in the localisations folder (as every other characters string that up in the game -- events, tooltips, ...)Now I just gotta figure out how to rename provinces so it shows ingame...
You have to change the minimap_area.dds (or .tga) in ./gfx/interface , remember that this dds file requires : no compression and no mipmaps.EDIT2: That and gotta find out how to replace the minimap so the proper one shows instead.
Do I need to change the names of the provinces in question in the history and landed titles files as well? Or just the definitions to alter the displayed province names?You find this in the localisations folder (as every other characters string that up in the game -- events, tooltips, ...)
Just create a new .csv file looking like the existing ones and fill it with the "PROV#id" with the #id being the province number as defined in definitions.txt.
Ah I see. Thanks for telling me how to do that. Now I just need to figure out how to make it look good...You have to change the minimap_area.dds (or .tga) in ./gfx/interface , remember that this dds file requires : no compression and no mipmaps.
The names in definitions.csv are just comments, not read by the game. You must name provinces in localization files like PROV123;SomewhereDo I need to change the names of the provinces in question in the history and landed titles files as well? Or just the definitions to alter the displayed province names?
Ah I see. Thanks for telling me how to do that. Now I just need to figure out how to make it look good...
I presume a name is needed for each language and not just for english?The names in definitions.csv are just comments, not read by the game. You must name provinces in localization files like PROV123;Somewhere
More a just incase kind of thing so I don't have to redo a ton of work later on. Also... where can I find and rename barony level titles? :SIf you play in another language or plan to share it with people that do, yes.
For primary names localization (b_townsville;Townsville etc.), for cultural exonyms inside landed_titles:More a just incase kind of thing so I don't have to redo a ton of work later on. Also... where can I find and rename barony level titles? :S
b_townsville = {
frankish = "Ville de Cité"
}
Not gonna mess around with cultural names since well... Lack of information and what not basically makes it impossible without pulling things straight out of my ass(if you'll pardon the somewhat crude term).For primary names localization (b_townsville;Townsville etc.), for cultural exonyms inside landed_titles:
and so on.Code:b_townsville = { frankish = "Ville de Cité" }
If you already created a world_normal_height file, just make it greyscale.What's the best way to create a topology file from scratch? I've googled for similar images, I've tried resizing existing ones, but they never work out. Was just wondering if there was a better, simpler way than drawing it manually?
If you already created a world_normal_height file, just make it greyscale.
Otherwise I'd say use your terrain file and make the mountains white, and everything else grey with darker = deeper, then draw a "continental shelf" outline around your land regions.
I never did create a world normal height file, since it seemed to function fine without it. I'll try tailoring the terrain file.
How would one create a world normal height file?
Thanks
You can generate one using the nvidia normal map filter from your greyscale topology image.
Until you get the hang of it, just use a simple one I'd say. It's what I'm currently doing. Though I made my topology map first by creating a base map with borders marking where the sea/lakes are and the land are. Then just made the water black and the land grey 'til I can someday make something better.lol, so I can make a topology image by using the world normal height file, and to create the wnh.bmp I need to use the topology image?![]()
You can do it one way or the other yes, but you need one file to start with. I advise to create a topo map and create the normal from it because the normal map algo can be kinda lossy so you may obtain some topo glitches by converting normal map to bump map (bump map = topology).lol, so I can make a topology image by using the world normal height file, and to create the wnh.bmp I need to use the topology image?![]()
Hum, no, there is the Dvina and Mezen bay but the data come from the Blue Marble.I see you're not perpetuating Paradox' error in duplicating Dvina bay in Siberia![]()
You can do it one way or the other yes, but you need one file to start with. I advise to create a topo map and create the normal from it because the normal map algo can be kinda lossy so you may obtain some topo glitches by converting normal map to bump map (bump map = topology).
I've made my topo map from virtual textures data.
And to keep an easy to tweak my maps, I created a basic topology map from my rivers coastlines :
From this base I created 2 layers for immerged and emerged lands so that I can change the color levels separately