• 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.
So a map of 4096x2240, being that it's under 10,000,000 in area and also done in multiples of 64, "should" theoretically work right? Because that's what I just started working on a map size of... >.<
 
So a map of 4096x2240, being that it's under 10,000,000 in area and also done in multiples of 64, "should" theoretically work right? Because that's what I just started working on a map size of... >.<
Multiples 64 should theoretically work, but multiples of 512 are a safe bet.
 
Multiples of 512 would screw up the aesthetic beauty of the map I'm using. I'll risk it and go with 64. Worst case scenario I can morph the 4096x2240 to 4096x2048 without losing too of the map's integrity. >.<
 
Multiples of 512 would screw up the aesthetic beauty of the map I'm using. I'll risk it and go with 64. Worst case scenario I can morph the 4096x2240 to 4096x2048 without losing too of the map's integrity. >.<

We're currently using 4096x2304 in Umbra Spherae, and it works.
 
I was just trying to mess up with a custom map (not based on the vanilla one) and I just empirically (i.e. after a big headache) discovered that my map loads only if my land provinces touch only sea provinces OR ocean (the white [0 0 0] one) province but not both. And as well for PTI (wastelands) ... Was it already known or did I just found something new ?
 
I found a good way to solve some of the "really dark" problem of maps when you increase their size.

In gfx/FX/pdxmap.lua
Where it says :

Code:
static const float TEXELS_PER_TILE = 512.0f;

Double that size to

Code:
static const float TEXELS_PER_TILE = 1024.0f;

This brightened up my map a lot
 
  • 1
Reactions:
So, rivers.txt. If think I get most of what's going on there, but a few things seem kinda wierd.

As far as I see, green dots are the river source, yellow dots are where one river splits into two and red dots are when two rivers merge into one.
- Why do some rivers not have green starting dots, though? What does that change?
- What's up with the different shades of blue? Some rivers have seem, some are one shade of blue all the way. I can't make out a difference ingame.
- Some rivers extend into the sea quite far (like the Nile). What does that accomplish?
 
So, rivers.txt. If think I get most of what's going on there, but a few things seem kinda wierd.

As far as I see, green dots are the river source, yellow dots are where one river splits into two and red dots are when two rivers merge into one.
- Why do some rivers not have green starting dots, though? What does that change?
- What's up with the different shades of blue? Some rivers have seem, some are one shade of blue all the way. I can't make out a difference ingame.
- Some rivers extend into the sea quite far (like the Nile). What does that accomplish?


-green dots : only one is required for a group of connected rivers
-the different shades of blue : answered
-it makes the rivers not to shrink before arriving to sea. In this, Nile river is correct, most of other rivers are too short and are displayed weirdly at their mouth. The Mercator mod corrects it.


Different shades of blue are the strength of the river, for the defensive bonus

I never noticed it. Thanks for info.
 
Ah, another files' mysteries solved.
Thanks, James and Arko.

Someone should really consolidate all this information and create a comprehensive map modding guide.
If I actually get my scratchbuild map to work and there isn't one yet, I may start on that next.
 
Ah, another files' mysteries solved.
Thanks, James and Arko.

Someone should really consolidate all this information and create a comprehensive map modding guide.
If I actually get my scratchbuild map to work and there isn't one yet, I may start on that next.

If you need a bit more of info on rivers modding, I made kinda mini tutorial in this post.
 
Is there any easier and simpler way of modding a new map with characters without having to...

- Drawn Topography Map.
- Drawn Terrain Map
- Drawn River Map
- Work around those .dss
- Write in "Definition.cvs"
- Write in "Positions.txt"
- Write in "Landed_Titles.txt" with detailed hierarchy
- Add an .txt file on History/provinces with baronies and such
- Write in "Bookmars.txt"
- Write in "Dynasties.txt"
- Add an .txt file on History/characters
- Write EVERYTHING in "Localization.cvs"
- Add .tga files on "GFX/flags"
- Set up Mod Directory
- Multiple In-Game tests
- Have I forgot anything?

If I really need to do all this (The exeption being the firsts steps, that are related to the whole map) everytime I want to add a single county, then I really hate this job.