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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.
 
Now I just gotta figure out how to rename provinces so it shows ingame...
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.

EDIT2: That and gotta find out how to replace the minimap so the proper one shows instead.
You have to change the minimap_area.dds (or .tga) in ./gfx/interface , remember that this dds file requires : no compression and no mipmaps.
 
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.
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 have to change the minimap_area.dds (or .tga) in ./gfx/interface , remember that this dds file requires : no compression and no mipmaps.
Ah I see. Thanks for telling me how to do that. Now I just need to figure out how to make it look good...
 
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?


Ah I see. Thanks for telling me how to do that. Now I just need to figure out how to make it look good...
The names in definitions.csv are just comments, not read by the game. You must name provinces in localization files like PROV123;Somewhere
 
For primary names localization (b_townsville;Townsville etc.), for cultural exonyms inside landed_titles:
Code:
b_townsville = {
	frankish = "Ville de Cité"
}
and so on.
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).

Anyhow I take it that has a localization file of it's own so that shouldn't be too hard to fix in that case.
 
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?
 
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.
 
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
 
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.
 
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? :(
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).
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 :

 
I see you're not perpetuating Paradox' error in duplicating Dvina bay in Siberia :)
Hum, no, there is the Dvina and Mezen bay but the data come from the Blue Marble.
 
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

Do you need any special software? All I see on that site are some random map files, nothing that's akin to a topology.bmp file. I'm obviously missing something very fundamental to the process because none of this makes any sense to me :(
 
Here's a picture of the event window spam I was talking about.

ck2_67_zps6d41791f.png


How do I get rid of it? It makes it impossible to test the map beyond the first day or two.