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I've created 4 working maps the last 2 weeks, it doesn't take that much to get it working, it's the perfectioning that takes time.
Dear god, tell me that creating provinces.bmp is the longest part. Queens is so big...

*edit*
Almost done...
 
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Really new to any kind of modding/mapping, but when doing the terrain, there are a set of specific colours that I need to chose, correct?

The thing is, terrain.txt is giving me 3 pairs of numbers (255, 255, 255 for Ocean) and I am not entirely sure how these are supposed to be used. My first thought was that this was obviously the RGB values of the colour, and I tried it. Silly me not remembering that 255, 255, 255 would become white before trying it.
But wait! What kind of ocean is white?

I then looked at inland Ocean, which actually got blue (0, 0, 200), but this blue was not the same blue that I see in the CK2´s own terrain.bmp (Which is more of a 59, 91, 186). Either this is obviously not the RGB values, or I am very confused.

Gentlemen, can you please explain to me what I should do with these colours of House No Logic?
 
Really new to any kind of modding/mapping, but when doing the terrain, there are a set of specific colours that I need to chose, correct?

The thing is, terrain.txt is giving me 3 pairs of numbers (255, 255, 255 for Ocean) and I am not entirely sure how these are supposed to be used. My first thought was that this was obviously the RGB values of the colour, and I tried it. Silly me not remembering that 255, 255, 255 would become white before trying it.
But wait! What kind of ocean is white?

I then looked at inland Ocean, which actually got blue (0, 0, 200), but this blue was not the same blue that I see in the CK2´s own terrain.bmp (Which is more of a 59, 91, 186). Either this is obviously not the RGB values, or I am very confused.

Gentlemen, can you please explain to me what I should do with these colours of House No Logic?

colors in terrain.txt are just... weird. Don't care about them, they seem to do nothing.
 
Understood, I have been getting help from Keanon via Skype, so I am slowly but steadily understanding this stuff. :)
 
Has anyone created an actual terrain.bmp color index? It's easy to figure out mountains and plains and that red is farmland, but I don't know precisely what the dark green color is. Could be hills or forest from what I see, but I'm not sure.
 
So how much of what appears in the game is terrain.bmp and how much is colormap.dds? Does terrain.bmp factor into rendering at all?

Sorry for hammering these questions, I'm still learning how the mechanics of the map folder work.
 
colormap.dds = graphical base map (can be ignored if you don't change completly the map)
terrain.bmp = determines terrain types (ingame influence on battles) + terrain graphical overlay
 
Nope, that is determined in province files themselves, with terrain = x code.

which province file please ?
from what I saw, it is determined by the max % of terrain type from terrain.bmp for each province. maybe it can be overwritten in some province files but the base for determination is this.
 
You're both correct.

Good. We learn everyday in modding !

the "terrain = x code" thing, in which file is it usable ? the province history files ?
what is the x code ? a number or tag ?
 
So province history files are an override of the base terrain.bmp, yes?

I assume yes. but it should only give the terrain effect, not the visual on map.
 
I'm going through region.txt to get pathfinding down, but does continent.txt do anything?

*edit*
What's going on with trees.bmp? It's not even remotely similar to the other maps.
 
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A follow-up question on terrain, if I may.

So, terrain.bmp paints the map in the different terrain types and terrain.txt seems to define the types available in the first place. Problem is, the RGB-values don't seem to match. Desert, for example, is sand-colored in terrain.bmp, but the RGB-code for desert in terrain.txt seems to be a bright yellow.
Am I misunderstanding something or am I just bad at grabbing RGB values?
And what's the stuff at the bottom of terrain.txt for (the text_0 = ...)?
And why does terrain.txt say "terrain = 17" at the beginning, even though there are only 16 types defined?
 
The RGB values in terrain.txt are holdovers from EU3 and aren't used. Look at the bottom at the ordered list of terrain types. This assigns an index of terrain to the color table in terrain.bmp. The textures themselves are stored in atlas0.dds.

I think I've figured out trees.bmp. The ratio in trees.bmp corresponds to a 1789x2048 resolution on the other maps, so you can paint trees in native resolution, resize to 1789x2048 and adjust, then scale the 1789 down to 256.

For 3072x3072 maps, it should be 384x439. I'll test this and report back.
 
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I think you can use any scale for trees. I tried a 2048 on a standard map but due to the comparative massive resolution the map was lagging horribly due to millions of tree rendered.
I would just stick with 1/8 of the map size for trees.bmp, such as 256 for 2048 or 384x256 for 3072x2048.
I suppose you could use any resolution, it wil just try to stretch whatever size it's given on the world map.
 
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