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I don't know where to ask this, so I'm doing it here.

I made new map, and I changed province numbers so that it match province numbers.
I didn't change the landed titles and history, cos we didn't work on that yet, and need test before adding that.

However, problem happens when I'm trying to load the game. When it comes to leading flag, the game crashes.
There's no error log in setup.txt, seems setup has no problem. and I managed to solve all the graphics.txt error logs. seems only error log is loading minimap and religion strips, which is not related to loading the flags or graphic of the map.

the thing is, I have less number of territory then original, and see province number starts at around 187, which is persian land in original, so when I managed to load the game, see province was showing up as Arabian emir or someth. - before it started to crash, which is when I changed some things on the map, like provinces not showing up, like ANY_ALL.

Is it problem with CoAs or flags? I don't find any problem in error logs, so I cannot find out what the problem is. Help me!

----is it that I have to match the numbers of province of original, by putting in hidden provinces in definition.csv to match the sea peovince, like ones original one have at the end?
 
I had that issue too, and just solved it by adding the lines

replace_path = "history"
replace_path = "common/landed_titles"

to the .mod file.

You won't be able to load up a game, but you can take a look at the map (zoom in and scroll around) from the character selection screen. Hope this helps.
 
I had that issue too, and just solved it by adding the lines

replace_path = "history"
replace_path = "common/landed_titles"

to the .mod file.

You won't be able to load up a game, but you can take a look at the map (zoom in and scroll around) from the character selection screen. Hope this helps.

Thx. solved. I could use that to ignore all the original files!
 
Hi, I've got a problem that has me stumped.

Having modified most of the files appropriately, when I load up the game any modified provinces appear dark and unplayable. I've checked I've got the correct RGB defined, and I've got the right total/oceanstart defined too. Any thoughts on this one?
 
Hello.

Could someone tell me whether it is possible to use a map size of 3072x3072 or larger, and what to do to change the map size and make it work, or point me to a guide? The Umbra Spherae / DEIOU map is 4096x2304, but what exactly needs to be done to make a larger map work (and not crash the game)?
 
Can somebody remind me how water is defined? Is it topology value <= 90? I'm working on a random province generator and I'm having trouble reading ocean tiles. I keep getting some of the edges of land provinces from provinces.bmp.

*edit*
Further experiments and research, I think it's somewhere around 95. ocean <= 95 still attached a bunch of shoreline tiles. < 95 a bit more. I'm compiling < 94 now.

He's a teaser of my display:


*edit2*
I solved my problem. I just imported defaults.map and definition.csv and loaded the RGB values of sea provinces. For now I'm not going to generate sea provinces because coastal sea provinces need to connect to so many land provinces and I don't want to deal with that right now. I also updated my display surface so that it fits on my screen:
 
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It will definitely not (as long as PDS don't change the engine which is highly unprobable to happen).

The higher limit for CK2 map size is set to around 10M pixels (there is a map mod with a size of a little more than 10M pix but I can't seem to find it).

I personnally use a 3072² map (working perfectly fine but no normal map) and I managed to get a 3136² map to load but with graphical glitches.

Thanks for the clarification!
 
My problem is similar to the one of Keanon here. I enlarged the original map and colormap files from 2048x to 3072x, and the map is being strangely displayed. The original size colormap.dds and colormap_water.dds are displayed in four parts around the corners of the map, with a dark cross-shaped area in between.

If it's a shader problem, how should the shaders be edited (for a 3072x3072 map)? Cabezaestufa did not explain what he did to fix the problem.
 
My problem is similar to the one of Keanon here. I enlarged the original map and colormap files from 2048x to 3072x, and the map is being strangely displayed. The original size colormap.dds and colormap_water.dds are displayed in four parts around the corners of the map, with a dark cross-shaped area in between.

If it's a shader problem, how should the shaders be edited (for a 3072x3072 map)? Cabezaestufa did not explain what he did to fix the problem.

Post a screenshot of what it looks like. I stretched the original map from 2048 to 3072 successfully and didn't encounter a problem that sounds like that. If it is to do with the dds files did you save them with DXT1, 3 or 5?
 
My problem is similar to the one of Keanon here. I enlarged the original map and colormap files from 2048x to 3072x, and the map is being strangely displayed. The original size colormap.dds and colormap_water.dds are displayed in four parts around the corners of the map, with a dark cross-shaped area in between.

If it's a shader problem, how should the shaders be edited (for a 3072x3072 map)? Cabezaestufa did not explain what he did to fix the problem.
Then you did something wrong with the colormap files. The engine can't load your custom colormaps and load the vanilla ones instead. Try adding
Code:
replace = "map"
in your .mod file to be sure of what files the game loads.
For colormaps you have to save it in .dds with DXT5 compression and to generate mipmaps.
 
Then you did something wrong with the colormap files. The engine can't load your custom colormaps and load the vanilla ones instead. Try adding
Code:
replace = "map"
in your .mod file to be sure of what files the game loads.
For colormaps you have to save it in .dds with DXT5 compression and to generate mipmaps.

I actually replaced the vanilla files (copying the originals outside the ck2 folder). Is there some kind of a "cache" for the colormaps?
 
Could anyone direct me to a good guide to creating a new map. I have never done this or anything like it before and I will need very explicit instructions.

I'm currently playing around with the idea of making a massively ambitious mod to represent the continent of Earwa from the Prince of Nothing series and it seems to me the first step is a map.

Thank in advance.
 
I actually replaced the vanilla files (copying the originals outside the ck2 folder). Is there some kind of a "cache" for the colormaps?
You don't need to put your backup files outside of the CK2 folder, just change the filenames and they won't be used by the game. I usually append the names with "*_bak" to keep track of my modifications.
There is no cache for colormaps, they are reloaded by the game at every start IIRC.
Your problem doesn't seem to be a size problem but more a compression issue. How did your created your colormap (which program) ? If it's Gimp I can help, if Paint.net or 'toshop I can't be sure.

Here what it should looks like on Gimp with the dds plugin (on WinXP32) :

note : the dithering option is not mandatory. It's really useful only when dealing with low color depth (the old web 8 bits) to avoid the scaling effect. CK2 use 24 bits color depth so no need to check it.
 
Could anyone direct me to a good guide to creating a new map. I have never done this or anything like it before and I will need very explicit instructions.

I'm currently playing around with the idea of making a massively ambitious mod to represent the continent of Earwa from the Prince of Nothing series and it seems to me the first step is a map.

Thank in advance.

Learn in steps, first thing create a new mod with vanilla files but try adding in a province somewhere. That'll send you through the process of learning what files affect what on the map. Then add a river, then you're almost ready.

You'll find most of what you need in this thread, but be prepared to do a lot by trial and error, and if you get stuck come in here and ask. I don't think there is a specific tutorial for a ground up new map. It's quite a tricky thing. I've created a couple, but still can't figure out how to do the height properly, so all my maps look flat, I just learned to stop caring :p
 
You don't need to put your backup files outside of the CK2 folder, just change the filenames and they won't be used by the game. I usually append the names with "*_bak" to keep track of my modifications.
There is no cache for colormaps, they are reloaded by the game at every start IIRC.
Your problem doesn't seem to be a size problem but more a compression issue. How did your created your colormap (which program) ? If it's Gimp I can help, if Paint.net or 'toshop I can't be sure.

Here what it should looks like on Gimp with the dds plugin (on WinXP32) :

note : the dithering option is not mandatory. It's really useful only when dealing with low color depth (the old web 8 bits) to avoid the scaling effect. CK2 use 24 bits color depth so no need to check it.

I originally used Photoshop with NVIDIA plugins, saving the files with the format recommended by Cabezaestufa (DXT5 ARGB 8 bpp | interpolated alpha" + No MIP maps). Then I tried it with GIMP with the settings you recommended, with the same result (except bigger file size, perhaps because of the MIP maps?). Are you sure this isn't about the shaders (pdxmap.lua) like Cabezaestufa said?

UPDATE: I think I just solved the problem by replacing the original pdxmap.lua with the one from Umbra Spherae.
 
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I have a working 3072pix map with no shaders modifications whatsoever.

pdxmap.lua modifications are needed to deal with the brightness issue when using a custom size world_height_map file. But due to the CK2 engine, the game cannot display a custom size world_height_map anyway, so I just keep a blank 2048pix world_height_map and I don't have to tweak the shaders.
 
Is the map size a multiple of 256?
Also, topology.bmp - sea is 93/93/93 and below, land is 96/96/96 and above, you draw it with a white brush and modify stuff using dodge and burn. World maps (Earth-based) use standard world topology for their topologies.