• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hey, when booting my map it crashes on calculating paths. As far as I can tell adjacencies is correctly filled out, but I get the attached from my graphics log. These provinces all do have the correct pixels and RGB values. Any idea what's wrong?

Code:
[map.cpp:1335]: Province 1 has no pixels in provinces.bmp
[map.cpp:1335]: Province 2 has no pixels in provinces.bmp
[map.cpp:1335]: Province 3 has no pixels in provinces.bmp
[map.cpp:1335]: Province 4 has no pixels in provinces.bmp
[map.cpp:1335]: Province 5 has no pixels in provinces.bmp
[map.cpp:1335]: Province 6 has no pixels in provinces.bmp
[map.cpp:1335]: Province 7 has no pixels in provinces.bmp
[map.cpp:1335]: Province 8 has no pixels in provinces.bmp
[map.cpp:1335]: Province 9 has no pixels in provinces.bmp
[map.cpp:1335]: Province 10 has no pixels in provinces.bmp
[map.cpp:1335]: Province 11 has no pixels in provinces.bmp
[map.cpp:1335]: Province 12 has no pixels in provinces.bmp
[map.cpp:1335]: Province 13 has no pixels in provinces.bmp
[map.cpp:1335]: Province 14 has no pixels in provinces.bmp
[map.cpp:1335]: Province 15 has no pixels in provinces.bmp
[map.cpp:1335]: Province 16 has no pixels in provinces.bmp
[map.cpp:1335]: Province 17 has no pixels in provinces.bmp
[map.cpp:1335]: Province 18 has no pixels in provinces.bmp
[map.cpp:1335]: Province 19 has no pixels in provinces.bmp
[map.cpp:1335]: Province 20 has no pixels in provinces.bmp
[map.cpp:1335]: Province 21 has no pixels in provinces.bmp
[map.cpp:1335]: Province 22 has no pixels in provinces.bmp
[map.cpp:1335]: Province 23 has no pixels in provinces.bmp
[map.cpp:1335]: Province 24 has no pixels in provinces.bmp
[map.cpp:1335]: Province 26 has no pixels in provinces.bmp
[map.cpp:1335]: Province 27 has no pixels in provinces.bmp
[map.cpp:1335]: Province 28 has no pixels in provinces.bmp
[map.cpp:1335]: Province 29 has no pixels in provinces.bmp
[map.cpp:1335]: Province 30 has no pixels in provinces.bmp
[map.cpp:1335]: Province 31 has no pixels in provinces.bmp
[map.cpp:1335]: Province 32 has no pixels in provinces.bmp
[map.cpp:1335]: Province 33 has no pixels in provinces.bmp
[map.cpp:1335]: Province 34 has no pixels in provinces.bmp
[map.cpp:1335]: Province 35 has no pixels in provinces.bmp
[map.cpp:1335]: Province 36 has no pixels in provinces.bmp
[map.cpp:1335]: Province 37 has no pixels in provinces.bmp
[map.cpp:1335]: Province 38 has no pixels in provinces.bmp
[map.cpp:1335]: Province 39 has no pixels in provinces.bmp
[map.cpp:1335]: Province 40 has no pixels in provinces.bmp
[map.cpp:1335]: Province 41 has no pixels in provinces.bmp
[map.cpp:1335]: Province 42 has no pixels in provinces.bmp
[map.cpp:1335]: Province 43 has no pixels in provinces.bmp
[map.cpp:1335]: Province 44 has no pixels in provinces.bmp
[map.cpp:1335]: Province 45 has no pixels in provinces.bmp
[map.cpp:1335]: Province 46 has no pixels in provinces.bmp
[map.cpp:1335]: Province 47 has no pixels in provinces.bmp
[map.cpp:1335]: Province 48 has no pixels in provinces.bmp
[map.cpp:1335]: Province 49 has no pixels in provinces.bmp
[map.cpp:1335]: Province 50 has no pixels in provinces.bmp
[map.cpp:1335]: Province 51 has no pixels in provinces.bmp
[map.cpp:1335]: Province 52 has no pixels in provinces.bmp
[map.cpp:1335]: Province 53 has no pixels in provinces.bmp
[map.cpp:1335]: Province 54 has no pixels in provinces.bmp
[map.cpp:1335]: Province 55 has no pixels in provinces.bmp
[map.cpp:1335]: Province 56 has no pixels in provinces.bmp
[map.cpp:1335]: Province 57 has no pixels in provinces.bmp
[map.cpp:1335]: Province 58 has no pixels in provinces.bmp
[map.cpp:1335]: Province 59 has no pixels in provinces.bmp
[map.cpp:1335]: Province 60 has no pixels in provinces.bmp
[map.cpp:1335]: Province 61 has no pixels in provinces.bmp
[map.cpp:1335]: Province 62 has no pixels in provinces.bmp
[map.cpp:1335]: Province 63 has no pixels in provinces.bmp
[map.cpp:1335]: Province 64 has no pixels in provinces.bmp
[map.cpp:1335]: Province 65 has no pixels in provinces.bmp
[map.cpp:1335]: Province 66 has no pixels in provinces.bmp
[map.cpp:1335]: Province 67 has no pixels in provinces.bmp
[map.cpp:1335]: Province 68 has no pixels in provinces.bmp
[map.cpp:1335]: Province 69 has no pixels in provinces.bmp
[map.cpp:1335]: Province 70 has no pixels in provinces.bmp
[map.cpp:1335]: Province 71 has no pixels in provinces.bmp
[map.cpp:1335]: Province 72 has no pixels in provinces.bmp
[map.cpp:1335]: Province 73 has no pixels in provinces.bmp
[map.cpp:1335]: Province 74 has no pixels in provinces.bmp
[map.cpp:1335]: Province 75 has no pixels in provinces.bmp
[map.cpp:1335]: Province 76 has no pixels in provinces.bmp
[map.cpp:1335]: Province 77 has no pixels in provinces.bmp
[map.cpp:1335]: Province 78 has no pixels in provinces.bmp
[map.cpp:1335]: Province 79 has no pixels in provinces.bmp
[map.cpp:1335]: Province 80 has no pixels in provinces.bmp
[map.cpp:1335]: Province 81 has no pixels in provinces.bmp
[map.cpp:1335]: Province 82 has no pixels in provinces.bmp
[map.cpp:1335]: Province 83 has no pixels in provinces.bmp
[map.cpp:1335]: Province 84 has no pixels in provinces.bmp
[map.cpp:1335]: Province 85 has no pixels in provinces.bmp
[map.cpp:1335]: Province 86 has no pixels in provinces.bmp
[map.cpp:1335]: Province 87 has no pixels in provinces.bmp
[map.cpp:1335]: Province 88 has no pixels in provinces.bmp
[map.cpp:1335]: Province 89 has no pixels in provinces.bmp
[map.cpp:1335]: Province 90 has no pixels in provinces.bmp
[map.cpp:1335]: Province 91 has no pixels in provinces.bmp
[map.cpp:1335]: Province 92 has no pixels in provinces.bmp
[map.cpp:1335]: Province 93 has no pixels in provinces.bmp
[map.cpp:1335]: Province 94 has no pixels in provinces.bmp
[map.cpp:1335]: Province 95 has no pixels in provinces.bmp
[map.cpp:1335]: Province 96 has no pixels in provinces.bmp
[map.cpp:1335]: Province 97 has no pixels in provinces.bmp
[map.cpp:1335]: Province 98 has no pixels in provinces.bmp
[map.cpp:1335]: Province 99 has no pixels in provinces.bmp
[map.cpp:1335]: Province 100 has no pixels in provinces.bmp
[map.cpp:1335]: Province 101 has no pixels in provinces.bmp
[map.cpp:1335]: Province 102 has no pixels in provinces.bmp
[map.cpp:1335]: Province 103 has no pixels in provinces.bmp
[map.cpp:1335]: Province 104 has no pixels in provinces.bmp
[map.cpp:1335]: Province 105 has no pixels in provinces.bmp
[map.cpp:1335]: Province 106 has no pixels in provinces.bmp
[map.cpp:1335]: Province 107 has no pixels in provinces.bmp
[map.cpp:1335]: Province 108 has no pixels in provinces.bmp
[map.cpp:1335]: Province 109 has no pixels in provinces.bmp
[map.cpp:1335]: Province 110 has no pixels in provinces.bmp
[map.cpp:1335]: Province 111 has no pixels in provinces.bmp
[map.cpp:1335]: Province 112 has no pixels in provinces.bmp
[map.cpp:1335]: Province 113 has no pixels in provinces.bmp
[map.cpp:1335]: Province 114 has no pixels in provinces.bmp
[map.cpp:1335]: Province 115 has no pixels in provinces.bmp
[map.cpp:1335]: Province 116 has no pixels in provinces.bmp
[map.cpp:1335]: Province 117 has no pixels in provinces.bmp
[map.cpp:1335]: Province 118 has no pixels in provinces.bmp
[map.cpp:1335]: Province 119 has no pixels in provinces.bmp
[map.cpp:1335]: Province 120 has no pixels in provinces.bmp
[map.cpp:1335]: Province 121 has no pixels in provinces.bmp
[map.cpp:1335]: Province 122 has no pixels in provinces.bmp
[map.cpp:1335]: Province 123 has no pixels in provinces.bmp
[map.cpp:1335]: Province 124 has no pixels in provinces.bmp
[map.cpp:1335]: Province 125 has no pixels in provinces.bmp
[map.cpp:1335]: Province 126 has no pixels in provinces.bmp
[map.cpp:1335]: Province 127 has no pixels in provinces.bmp
[map.cpp:1335]: Province 128 has no pixels in provinces.bmp
[map.cpp:1335]: Province 129 has no pixels in provinces.bmp
[map.cpp:1335]: Province 130 has no pixels in provinces.bmp
[map.cpp:1335]: Province 131 has no pixels in provinces.bmp
[map.cpp:1335]: Province 132 has no pixels in provinces.bmp
[map.cpp:1335]: Province 133 has no pixels in provinces.bmp
[map.cpp:1335]: Province 134 has no pixels in provinces.bmp
[map.cpp:1335]: Province 135 has no pixels in provinces.bmp
[map.cpp:1335]: Province 136 has no pixels in provinces.bmp
[map.cpp:1335]: Province 137 has no pixels in provinces.bmp
[map.cpp:1335]: Province 138 has no pixels in provinces.bmp
[map.cpp:1335]: Province 139 has no pixels in provinces.bmp
[map.cpp:1335]: Province 140 has no pixels in provinces.bmp
[map.cpp:1335]: Province 141 has no pixels in provinces.bmp
[map.cpp:1335]: Province 142 has no pixels in provinces.bmp
[map.cpp:1335]: Province 143 has no pixels in provinces.bmp
[map.cpp:1335]: Province 144 has no pixels in provinces.bmp
[map.cpp:1335]: Province 145 has no pixels in provinces.bmp
[map.cpp:1335]: Province 146 has no pixels in provinces.bmp
[map.cpp:1335]: Province 147 has no pixels in provinces.bmp
[map.cpp:1335]: Province 148 has no pixels in provinces.bmp
[map.cpp:1335]: Province 149 has no pixels in provinces.bmp
[map.cpp:1335]: Province 150 has no pixels in provinces.bmp
[map.cpp:1335]: Province 151 has no pixels in provinces.bmp
[map.cpp:1335]: Province 152 has no pixels in provinces.bmp
[provincetemplate.cpp:244]: Province 1 has invalid origin
[provincetemplate.cpp:244]: Province 2 has invalid origin
[provincetemplate.cpp:244]: Province 3 has invalid origin
[provincetemplate.cpp:244]: Province 4 has invalid origin
[provincetemplate.cpp:244]: Province 5 has invalid origin
[provincetemplate.cpp:244]: Province 6 has invalid origin
[provincetemplate.cpp:244]: Province 7 has invalid origin
[provincetemplate.cpp:244]: Province 8 has invalid origin
[provincetemplate.cpp:244]: Province 9 has invalid origin
[provincetemplate.cpp:244]: Province 10 has invalid origin
[provincetemplate.cpp:244]: Province 11 has invalid origin
[provincetemplate.cpp:244]: Province 12 has invalid origin
[provincetemplate.cpp:244]: Province 13 has invalid origin
[provincetemplate.cpp:244]: Province 14 has invalid origin
[provincetemplate.cpp:244]: Province 15 has invalid origin
[provincetemplate.cpp:244]: Province 16 has invalid origin
[provincetemplate.cpp:244]: Province 17 has invalid origin
[provincetemplate.cpp:244]: Province 18 has invalid origin
[provincetemplate.cpp:244]: Province 19 has invalid origin
[provincetemplate.cpp:244]: Province 20 has invalid origin
[provincetemplate.cpp:244]: Province 21 has invalid origin
[provincetemplate.cpp:244]: Province 22 has invalid origin
[provincetemplate.cpp:244]: Province 23 has invalid origin
[provincetemplate.cpp:244]: Province 24 has invalid origin
[provincetemplate.cpp:244]: Province 26 has invalid origin
[provincetemplate.cpp:244]: Province 27 has invalid origin
[provincetemplate.cpp:244]: Province 28 has invalid origin
[provincetemplate.cpp:244]: Province 29 has invalid origin
[provincetemplate.cpp:244]: Province 30 has invalid origin
[provincetemplate.cpp:244]: Province 31 has invalid origin
[provincetemplate.cpp:244]: Province 32 has invalid origin
[provincetemplate.cpp:244]: Province 33 has invalid origin
[provincetemplate.cpp:244]: Province 34 has invalid origin
[provincetemplate.cpp:244]: Province 35 has invalid origin
[provincetemplate.cpp:244]: Province 36 has invalid origin
[provincetemplate.cpp:244]: Province 37 has invalid origin
[provincetemplate.cpp:244]: Province 38 has invalid origin
[provincetemplate.cpp:244]: Province 39 has invalid origin
[provincetemplate.cpp:244]: Province 40 has invalid origin
[provincetemplate.cpp:244]: Province 41 has invalid origin
[provincetemplate.cpp:244]: Province 42 has invalid origin
[provincetemplate.cpp:244]: Province 43 has invalid origin
[provincetemplate.cpp:244]: Province 44 has invalid origin
[provincetemplate.cpp:244]: Province 45 has invalid origin
[provincetemplate.cpp:244]: Province 46 has invalid origin
[provincetemplate.cpp:244]: Province 47 has invalid origin
[provincetemplate.cpp:244]: Province 48 has invalid origin
[provincetemplate.cpp:244]: Province 49 has invalid origin
[provincetemplate.cpp:244]: Province 50 has invalid origin
[provincetemplate.cpp:244]: Province 51 has invalid origin
[provincetemplate.cpp:244]: Province 52 has invalid origin
[provincetemplate.cpp:244]: Province 53 has invalid origin
[provincetemplate.cpp:244]: Province 54 has invalid origin
[provincetemplate.cpp:244]: Province 55 has invalid origin
[provincetemplate.cpp:244]: Province 56 has invalid origin
[provincetemplate.cpp:244]: Province 57 has invalid origin
[provincetemplate.cpp:244]: Province 58 has invalid origin
[provincetemplate.cpp:244]: Province 59 has invalid origin
[provincetemplate.cpp:244]: Province 60 has invalid origin
[provincetemplate.cpp:244]: Province 61 has invalid origin
[provincetemplate.cpp:244]: Province 62 has invalid origin
[provincetemplate.cpp:244]: Province 63 has invalid origin
[provincetemplate.cpp:244]: Province 64 has invalid origin
[provincetemplate.cpp:244]: Province 65 has invalid origin
[provincetemplate.cpp:244]: Province 66 has invalid origin
[provincetemplate.cpp:244]: Province 67 has invalid origin
[provincetemplate.cpp:244]: Province 68 has invalid origin
[provincetemplate.cpp:244]: Province 69 has invalid origin
[provincetemplate.cpp:244]: Province 70 has invalid origin
[provincetemplate.cpp:244]: Province 71 has invalid origin
[provincetemplate.cpp:244]: Province 72 has invalid origin
[provincetemplate.cpp:244]: Province 73 has invalid origin
[provincetemplate.cpp:244]: Province 74 has invalid origin
[provincetemplate.cpp:244]: Province 75 has invalid origin
[provincetemplate.cpp:244]: Province 76 has invalid origin
[provincetemplate.cpp:244]: Province 77 has invalid origin
[provincetemplate.cpp:244]: Province 78 has invalid origin
[provincetemplate.cpp:244]: Province 79 has invalid origin
[provincetemplate.cpp:244]: Province 80 has invalid origin
[provincetemplate.cpp:244]: Province 81 has invalid origin
[provincetemplate.cpp:244]: Province 82 has invalid origin
[provincetemplate.cpp:244]: Province 83 has invalid origin
[provincetemplate.cpp:244]: Province 84 has invalid origin
[provincetemplate.cpp:244]: Province 85 has invalid origin
[provincetemplate.cpp:244]: Province 86 has invalid origin
[provincetemplate.cpp:244]: Province 87 has invalid origin
[provincetemplate.cpp:244]: Province 88 has invalid origin
[provincetemplate.cpp:244]: Province 89 has invalid origin
[provincetemplate.cpp:244]: Province 90 has invalid origin
[provincetemplate.cpp:244]: Province 91 has invalid origin
[provincetemplate.cpp:244]: Province 92 has invalid origin
[provincetemplate.cpp:244]: Province 93 has invalid origin
[provincetemplate.cpp:244]: Province 94 has invalid origin
[provincetemplate.cpp:244]: Province 95 has invalid origin
[provincetemplate.cpp:244]: Province 96 has invalid origin
[provincetemplate.cpp:244]: Province 97 has invalid origin
[provincetemplate.cpp:244]: Province 98 has invalid origin
[provincetemplate.cpp:244]: Province 99 has invalid origin
[provincetemplate.cpp:244]: Province 100 has invalid origin
[provincetemplate.cpp:244]: Province 101 has invalid origin
[provincetemplate.cpp:244]: Province 102 has invalid origin
[provincetemplate.cpp:244]: Province 103 has invalid origin
[provincetemplate.cpp:244]: Province 104 has invalid origin
[provincetemplate.cpp:244]: Province 105 has invalid origin
[provincetemplate.cpp:244]: Province 106 has invalid origin
[provincetemplate.cpp:244]: Province 107 has invalid origin
[provincetemplate.cpp:244]: Province 108 has invalid origin
[provincetemplate.cpp:244]: Province 109 has invalid origin
[provincetemplate.cpp:244]: Province 110 has invalid origin
[provincetemplate.cpp:244]: Province 111 has invalid origin
[provincetemplate.cpp:244]: Province 112 has invalid origin
[provincetemplate.cpp:244]: Province 113 has invalid origin
[provincetemplate.cpp:244]: Province 114 has invalid origin
[provincetemplate.cpp:244]: Province 115 has invalid origin
[provincetemplate.cpp:244]: Province 116 has invalid origin
[provincetemplate.cpp:244]: Province 117 has invalid origin
[provincetemplate.cpp:244]: Province 118 has invalid origin
[provincetemplate.cpp:244]: Province 119 has invalid origin
[provincetemplate.cpp:244]: Province 120 has invalid origin
[provincetemplate.cpp:244]: Province 121 has invalid origin
[provincetemplate.cpp:244]: Province 122 has invalid origin
[provincetemplate.cpp:244]: Province 123 has invalid origin
[provincetemplate.cpp:244]: Province 124 has invalid origin
[provincetemplate.cpp:244]: Province 125 has invalid origin
[provincetemplate.cpp:244]: Province 126 has invalid origin
[provincetemplate.cpp:244]: Province 127 has invalid origin
[provincetemplate.cpp:244]: Province 128 has invalid origin
[provincetemplate.cpp:244]: Province 129 has invalid origin
[provincetemplate.cpp:244]: Province 130 has invalid origin
[provincetemplate.cpp:244]: Province 131 has invalid origin
[provincetemplate.cpp:244]: Province 132 has invalid origin
[provincetemplate.cpp:244]: Province 133 has invalid origin
[provincetemplate.cpp:244]: Province 134 has invalid origin
[provincetemplate.cpp:244]: Province 135 has invalid origin
[provincetemplate.cpp:244]: Province 136 has invalid origin
[provincetemplate.cpp:244]: Province 137 has invalid origin
[provincetemplate.cpp:244]: Province 138 has invalid origin
[provincetemplate.cpp:244]: Province 139 has invalid origin
[provincetemplate.cpp:244]: Province 140 has invalid origin
[provincetemplate.cpp:244]: Province 141 has invalid origin
[provincetemplate.cpp:244]: Province 142 has invalid origin
[provincetemplate.cpp:244]: Province 143 has invalid origin
[provincetemplate.cpp:244]: Province 144 has invalid origin
[provincetemplate.cpp:244]: Province 145 has invalid origin
[provincetemplate.cpp:244]: Province 146 has invalid origin
[provincetemplate.cpp:244]: Province 147 has invalid origin
[provincetemplate.cpp:244]: Province 148 has invalid origin
[provincetemplate.cpp:244]: Province 149 has invalid origin
[provincetemplate.cpp:244]: Province 150 has invalid origin
[provincetemplate.cpp:244]: Province 151 has invalid origin
[provincetemplate.cpp:244]: Province 152 has invalid origin

Apparantly they do not have the correct RGB values. Province X has no pixels says exactly that.
 
Calculating paths is caused by adjacencies i think, apparently you need at least a portage and a sea/major river.
You should post your map folder or at least your adjacencies files here so the pros can have a look.

:) Done.

View attachment coven_map.7z

Apparantly they do not have the correct RGB values. Province X has no pixels says exactly that.

I checked the bitmap against what the first dozen or so were asking for in landed titles and they all seemed to match up. In light of that and the fact that it's saying every province is missing, I'm thinking that for some reason it's not reading the file, is reading the wrong file, or otherwise it's something else that's the matter since the conventional interpretation of the error doesn't really make sense, but I'm rather newbish and don't really know where to start looking for what might have gone wrong.
 
@Coven
Very, very weird map you have there (no offense). For starters why is the first province from your definitions file below sea level?

Also: Like always I appreciate people using my map filler tool :)
 
Last edited:
@Coven: your rivers are very weird too. Green dots mark the beginning of a river and red dots when rivers combine. The entirety of a river system (river and combining rivers) has only one green dot.
 
Yet another person stuck at the calculating paths. Currently, there are only three provinces, one land, two ocean. I am trying to portage the two oceans over the land, since at least a portage is required to run.

Here is the link to the mod:
http://www.michaelirick.com/Rairic av Meltios.zip

Should I post any logs?
 
Damn, sorry, I went away for a couple of days, came back to distracted by my reading list and completely forgot that I'd posted here for help. >_< Doh.

@JonStryker:
None taken. It's just a testing map while I try to learn what I'm doing, run before you can walk and all that. I was under the impression that anything coloured 93-93-93 or below was sea level and anything 97-97-97 or above was land? I believe I got that from using the search function on this thread...

:) Thanks for putting the effort in to making the tool in the first place.

@Opera:
Ah. I confess, I just guessed at what they meant from looking at the EK river map. I figured that green meant the start of a river (I realise the rivers wouldn't flow from the middle to either sea like that unless they were both coming down off a mountain range and diverging or something, but just wanted something that'd boot to begin with) but I had assumed that red meant a river ending somewhere other than the sea. Shall correct that and post again if there's any change, though otherwise I'm still pretty much stumped by this.
 
:) Done.

View attachment 85655



I checked the bitmap against what the first dozen or so were asking for in landed titles and they all seemed to match up. In light of that and the fact that it's saying every province is missing, I'm thinking that for some reason it's not reading the file, is reading the wrong file, or otherwise it's something else that's the matter since the conventional interpretation of the error doesn't really make sense, but I'm rather newbish and don't really know where to start looking for what might have gone wrong.
The provinces map must be saved in 24bits bmp not 8bits like the other map files.

8 bits means only 2^8=256 colors are available (far enough for the rivers/terrain/topology but not for the provinces)
24 bits means 2^24 = 16,777,216 colors i.e 2^(8+8+8) therefore the RGB values define colors in a 24 bits set as three 8 bits values going from 0 to 255.
 
Damn, sorry, I went away for a couple of days, came back to distracted by my reading list and completely forgot that I'd posted here for help. >_< Doh.

@JonStryker:
None taken. It's just a testing map while I try to learn what I'm doing, run before you can walk and all that. I was under the impression that anything coloured 93-93-93 or below was sea level and anything 97-97-97 or above was land? I believe I got that from using the search function on this thread...

:) Thanks for putting the effort in to making the tool in the first place.

@Opera:
Ah. I confess, I just guessed at what they meant from looking at the EK river map. I figured that green meant the start of a river (I realise the rivers wouldn't flow from the middle to either sea like that unless they were both coming down off a mountain range and diverging or something, but just wanted something that'd boot to begin with) but I had assumed that red meant a river ending somewhere other than the sea. Shall correct that and post again if there's any change, though otherwise I'm still pretty much stumped by this.

I checked the first region and it was somewhere in the ocean i.e. had a grey color < 93-93-93 ...
 
A making a custom map

I have joined a small group of people who are trying to make a Star Wars mod for EUIV (we're trying to see if we can at least get started). Unfortunately, I’m the only one in the group that has any modding experience. So, that means I’m trying to learn how to make a custom map. I watched a group of videos that show how to make a pre-1.10 custom map (so, it's a little outdated), however the information is still mostly useful, so the only problems I am getting I think has to do with adding a major river and/or adjacencies, which I do not know how to do. Would someone be willing to look at my files to see if that's the only issue, and to teach me how to make major river and/or adjacencies?

Link:http://www.mediafire.com/download/sdwi6d6i6ifowwd/SW_test_map.zip

My map has 3 provinces, with the first two being land, and the last being a sea province.

The videos I was referring to, if anyone was interested:
part 1: http://www.youtube.com/watch?v=fFtGv0iMYAY
part 2: http://www.youtube.com/watch?v=SziwKIhPgSs
part 3: http://www.youtube.com/watch?v=IPa76AtL0hU


I left the vanilla adjacencies.csv file in the mod because I did not understand how to make the sea/Major rivers/portages.

Based on the code on the first line, I believe I figured out most of it.

Code:
From;To;Type;Through;-1;-1;-1;-1;Comment

The From and To part, both use numbers, which I believe corresponds to the province number. The Type part, tells the computer what type it is either sea, major_river, or portage. The Through part, is another number, which I believe represents the province that the thing is going through (why seas have this as well, I don't know). The four -1's are in everything, so I'll just leave that be. And the Comment part is just helpful info to modders. Do I have that all correct?

The static.txt I commented out, and positions.txt I left as vanilla (which probably needs to be changed, but don't know how).

So that's everything I know about. Hopefully, what I just said makes sense and someone is willing to help.

P.S. If anyone wants to join the group, that would be awesome! :happy:
 
I have joined a small group of people who are trying to make a Star Wars mod for EUIV (we're trying to see if we can at least get started). Unfortunately, I’m the only one in the group that has any modding experience. So, that means I’m trying to learn how to make a custom map. I watched a group of videos that show how to make a pre-1.10 custom map (so, it's a little outdated), however the information is still mostly useful, so the only problems I am getting I think has to do with adding a major river and/or adjacencies, which I do not know how to do. Would someone be willing to look at my files to see if that's the only issue, and to teach me how to make major river and/or adjacencies?

Link:http://www.mediafire.com/download/sdwi6d6i6ifowwd/SW_test_map.zip

My map has 3 provinces, with the first two being land, and the last being a sea province.

The videos I was referring to, if anyone was interested:
part 1: http://www.youtube.com/watch?v=fFtGv0iMYAY
part 2: http://www.youtube.com/watch?v=SziwKIhPgSs
part 3: http://www.youtube.com/watch?v=IPa76AtL0hU


I left the vanilla adjacencies.csv file in the mod because I did not understand how to make the sea/Major rivers/portages.

Based on the code on the first line, I believe I figured out most of it.

Code:
From;To;Type;Through;-1;-1;-1;-1;Comment

The From and To part, both use numbers, which I believe corresponds to the province number. The Type part, tells the computer what type it is either sea, major_river, or portage. The Through part, is another number, which I believe represents the province that the thing is going through (why seas have this as well, I don't know). The four -1's are in everything, so I'll just leave that be. And the Comment part is just helpful info to modders. Do I have that all correct?

The static.txt I commented out, and positions.txt I left as vanilla (which probably needs to be changed, but don't know how).

So that's everything I know about. Hopefully, what I just said makes sense and someone is willing to help.

P.S. If anyone wants to join the group, that would be awesome! :happy:

If I were you I would start with EU3 map modding to get into EU4. Those major_river and portage shenanigans won't be in EU4 most likely.

In CK2 the positions.txt can be left empty and the game will load if everything else is okay. The ports will be located inland etc. but that'll not be game breaking. If you do the portage thing like detailed in the issues with custom maps thread all should be fine.
 
Sorry if this has been asked before, but what is the purpose of the "world_normal_height" map file ? I have tried running ck2 with a ruined "world_normal_height" map and I didn't see any difference.

I am currently making a map for my mod. Do I need a "world_normal_height" map file ? Can I f.e. have a "world_normal_height" file with the same type of purple everywhere ?

Edit: I experimented a bit more, by deleting this file all together and then running the game. That made the map very dark, so I guess I will have a "world_normal_height" file with only one color. (I of course have a backup of the game, and the of the "world_normal_height" file as well).
 
Map help?

So does anyone know how to fix "calculating naval range" CTD?

I gave up on my more complex map that kept crashing and made a simple one with one island (two provinces) surrounded by Mare Incognitum to see if I could get at least that working.
I did get further, but now, whenever I get to "calculating naval range" it crashes.

Map dimensions are 1024x1024 square

default.map
Code:
max_provinces = 1700
sea_starts = 1100
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "topology.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"

definition.csv
Code:
province;red;green;blue;x;x
1;42;3;128;rasah;x
2;84;6;1;tarah;x

adjacencies.csv
Code:
From;To;Type;Through;Comment
-1;-1;;-1;-1

.mod file
Code:
name = "Debugmaptest"
path = "mod/debug"
user_dir = "debug"
replace_path = "history/provinces"

Since the .bmp files are too large to upload as attachments, I uploaded them to my test server.
provinces
provinces.bmp

rivers
rivers.bmp

topology
topology.bmp

terrain
terrain.bmp

I have not added any maritime provinces yes as I read that someone successfully had “PTI ocean” surround their three provinces.

Should I just add maritime provinces around the island? Or is there something else I've missed.
 
So, I managed to get past calculating naval range (I added four naval provinces surrounding my island) but now I'm crashing at "Loading graphics" and getting

[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.
[gfx_dx9.cpp:1436]: Error create vertices -2005530516 8 0 28
[gfx_dx9.cpp:1439]: managed


Any help?

Also, it would seem my previous post didn't post… weird

Edit: Figured that out, apparently I had missed one digit in an RGB value for a province.

But now I'm getting stuck at initialising map logic… and setup.log gives
Code:
[map.cpp:1507]: Adjacencies for 0 ==> NONE
[map.cpp:1507]: Adjacencies for 1 ==> 2 6 4 7 
[map.cpp:1507]: Adjacencies for 2 ==> 1 5 3 6 4 
[map.cpp:1507]: Adjacencies for 3 ==> 2 5 4 
[map.cpp:1507]: Adjacencies for 4 ==> 1 2 3 7 
[map.cpp:1507]: Adjacencies for 5 ==> 2 3 6 
[map.cpp:1507]: Adjacencies for 6 ==> 1 2 5 7 
[map.cpp:1507]: Adjacencies for 7 ==> 1 4 6
provinces 3+ are maritime provinces and I have max_provinces set to 8 (all my provinces+1 for PTI)
 
Last edited:
So, I managed to get past calculating naval range (I added four naval provinces surrounding my island) but now I'm crashing at "Loading graphics" and getting

[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.
[gfx_dx9.cpp:1436]: Error create vertices -2005530516 8 0 28
[gfx_dx9.cpp:1439]: managed


Any help?

Also, it would seem my previous post didn't post… weird

Edit: Figured that out, apparently I had missed one digit in an RGB value for a province.

But now I'm getting stuck at initialising map logic… and setup.log gives
Code:
[map.cpp:1507]: Adjacencies for 0 ==> NONE
[map.cpp:1507]: Adjacencies for 1 ==> 2 6 4 7 
[map.cpp:1507]: Adjacencies for 2 ==> 1 5 3 6 4 
[map.cpp:1507]: Adjacencies for 3 ==> 2 5 4 
[map.cpp:1507]: Adjacencies for 4 ==> 1 2 3 7 
[map.cpp:1507]: Adjacencies for 5 ==> 2 3 6 
[map.cpp:1507]: Adjacencies for 6 ==> 1 2 5 7 
[map.cpp:1507]: Adjacencies for 7 ==> 1 4 6
provinces 3+ are maritime provinces and I have max_provinces set to 8 (all my provinces+1 for PTI)

Sounds like something is wrong with your adjacencies.txt
 
Sorry if this has been asked before, but what is the purpose of the "world_normal_height" map file ? I have tried running ck2 with a ruined "world_normal_height" map and I didn't see any difference.

I am currently making a map for my mod. Do I need a "world_normal_height" map file ? Can I f.e. have a "world_normal_height" file with the same type of purple everywhere ?

Edit: I experimented a bit more, by deleting this file all together and then running the game. That made the map very dark, so I guess I will have a "world_normal_height" file with only one color. (I of course have a backup of the game, and the of the "world_normal_height" file as well).

It's the normal map. Search in google for 'Normal maps' or 'Normal mapping 3D".
 
I had added a portage between two maritime provinces through 1 coastal region as I had heard that would fix explosions. Anyhow, going off your idea, I decided to blank it.

It still crashes though.

I have the following in my adjacencies.csv
Code:
From;To;Type;Through;Comment
-1;-1;;-1;-1

And my setup.log gets as far as
Code:
[story.cpp:274]: Story 'common/stories/Alpha_Story.txt' loaded.
[ck_application.cpp:959]: Checksum is 1.103 (GVCA)    994247416

Graphics.log gives
Code:
[eu3graphicalmap.cpp:2104]: Invalid port location for province 1, center at 482,347, port location at 487.000, 342.000
[eu3graphicalmap.cpp:2104]: Invalid port location for province 2, center at 431,467, port location at 436.000, 462.000

Since I have
Code:
[ck_application.cpp:1283]: Map Initialized
in my setup.log am I correct in my belief that the map works but something else is exploding?
I have a blank history/provinces and the map. Nothing else changes in the mod so far. Am I missing something obvious?





And it fixed itself. Whut.
 
Last edited:
You can blank positions.txt; adjacencies is currently vital for loading the game.
None of the errors explain your problems, though. They are all non-game breaking.

Edit in that portage that's most likely it.
 
Added it in, no luck, still crashing but on calculating_naval_range now. Saw on the 'Issues with custom maps' thread that someone suggested sea straits were mandatory as well so I added that in after the first crash. No luck.
Read that the engine craps out if you define sea_starts as 1100+ so I set it to start at 1099… No luck. Crash at calculating naval range.


Code:
From;To;Type;Through;Comment
711;712;sea;1103;Daharsea straits #bugfixtest
#river crossings
717;718;major_river;1145;-1;-1;-1;-1;Kalistes-Maristes via Johar river
1151;1183;portage;1098;-1;-1;-1;-1;Malawa-Cocolcin portage via Debuggia province
-1;-1;;-1;-1;-1;-1;-1;-1
and default.map
Code:
max_provinces = 1200
sea_starts = 1099
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "topology.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"
climate = "climate.txt"
region = "region.txt"
static = "static.txt"

# Define which indices in trees.bmp palette which should count as trees for automatic terrain assignment
tree = { 3 4 7 10 }
major_rivers = 
{ 
	1145 1146 1147 1148 1149 1150 1151 #debuggia river
    1183 #Lake 
}
funnily enough, I can get the map to load when I do not have any custom adjacencies.csv/default.map (say if I rename them to _adjacencies.csv and _default.map).
Of course, it gets confused about where the ocean starts then and what is/is not a major river.

See anything horribly wrong in my defs?
 
I think I may have isolated the crash reason!

Messing around with a default default.map I can now reproduce a crash whenever I set max_provinces over 1112.

edit: So I've been up all night trying to get this to work, finally resorting to ditch everything I had done so far and use your Map filler tool.

I copied over default.map and set it to max_provinces = 80 (I have 79) and sea starts = 58; I defined my 1 major river and 1 lake.
I wrote adjacencies again with the new province IDs
Code:
From;To;Type;Through;-1;-1;-1;-1;Comment
48;50;sea;61;-1;-1;-1;-1;Kalistes-Kadantes
48;49;major_river;72;-1;-1;-1;-1;Kalistes-Meristes
78;79;portage;57;-1;-1;-1;-1;Malawa
-1;-1;;-1;-1;-1;-1;-1;-1

I feel like setting it all on fire. grrr.

Here's the whole folder, maybe someone can make some sense of it.
http://www.mediafire.com/download/jcjh9oioi6ciubc/map_mod.7z

And of course, if you let the game run the vanilla default.map and adjacencies.csv it works! :(
 
Last edited:
The numbers on top of your default.map look wrong: Max_provinces is the highest id you have +1. Sea starts is the first river/lake/ocean province, in your case 58.
And your rivers.bmp contains too much black for my taste.