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I keep getting a CTD on Loading Map(Creating Terrain).

Any ideas?
https://ck2.paradoxwikis.com/Map_modding said:
The height and width of these images should be multiples of 64 to avoid CTD at startup.
And no color space information for both provinces.bmp & world_normal_height.bmp
Go check your map mod if you're using wrong format.
 
I removed all of Africa south of Egypt and want to make it all a wasteland. I tested first making western parts of Sahara into one big wasteland province using Photoshop and color of Sahara wasteland (ID 909). However it shows up as all realm provinces in game and has no on screen name.

Sahara.PNG
 
I removed all of Africa south of Egypt and want to make it all a wasteland. I tested first making western parts of Sahara into one big wasteland province using Photoshop and color of Sahara wasteland (ID 909). However it shows up as all realm provinces in game and has no on screen name.

Wrong color index. you have (0,127,210) in that pic, while Sahara wasteland is using (0,126,210).
Go either edit the definition.csv or recolor the provinces.bmp.
 
Having issues with my mod, CTD during map initializing, was working earlier to a degree, can't figure out what I did to cause it. Error log states:

[texturehandler.cpp:197]: Couldn't find texture file: gfx/models/hlup_normal.dds.
[map.cpp:416]: Invalid bit depth for river map! Should be 8!
[map.cpp:431]: Invalid bit depth for terrain map! Should be 8!

However both maps are saved at 8 bit, and I verified the game files so no textures should be missing.
 
Having issues with my mod, CTD during map initializing, was working earlier to a degree, can't figure out what I did to cause it. Error log states:

[texturehandler.cpp:197]: Couldn't find texture file: gfx/models/hlup_normal.dds.
[map.cpp:416]: Invalid bit depth for river map! Should be 8!
[map.cpp:431]: Invalid bit depth for terrain map! Should be 8!

However both maps are saved at 8 bit, and I verified the game files so no textures should be missing.
They're 8-bit Indexed color, not 8-bit RGB color. Go check the color space info.
color_diff.jpg
 
Hey Im looking for a little help, so ive only just started mucking around with modding and such and was wondering if anyone could help me out with whats causing this issue?? Im trying to edit The Seven Kingdom mod for my own use and ive hit a very early road block. Ive also included the .mod file also my mod layout is -
replace_path = "history/provinces"
replace_path = "history/titles"
replace_path = "history/wars"
replace_path = "history/characters"
replace_path = "common/landed_titles"
replace_path = "common/cultures"
replace_path = "events"
replace_path = "decisions"

If anyone could help it would be most appreciated. Thankyou.
 

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I'm curious: Has anyone ever tried to do a fake wrap-around mechanic for the map using river portages? Connecting one river/sea province in one edge of the world to another, basically.
 
I'm curious: Has anyone ever tried to do a fake wrap-around mechanic for the map using river portages? Connecting one river/sea province in one edge of the world to another, basically.
I would imagine that any ships/units would still try to take the shortest possible path. So, without a way to tell them that the map is round they will end up going across the whole map to get to the other side.
 
I would imagine that any ships/units would still try to take the shortest possible path. So, without a way to tell them that the map is round they will end up going across the whole map to get to the other side.
Ah yes, I assume that due to the distances involved the portages will take the same time to cross as if you were not using them, then. Shame:(
 
I'm curious: Has anyone ever tried to do a fake wrap-around mechanic for the map using river portages? Connecting one river/sea province in one edge of the world to another, basically.
You can try to put some pixel of a province on the most eastern side in the most western side, this would create an adjacency. Not sure it would fake properly the distance thing though.
 
You can try to put some pixel of a province on the most eastern side in the most western side, this would create an adjacency. Not sure it would fake properly the distance thing though.
Travel time is probably calculated based on the distances between the centres of the provinces; otherwise the travel time between each pair of provinces would be identical.
 
Travel time is probably calculated based on the distances between the centres of the provinces; otherwise the travel time between each pair of provinces would be identical.
My guess yes, plus terrain type. However, instead of center of province, it is maybe unit position and naval unit positions.
 
Yeah, I tried the pixel adjacency trick, but no luck: the unit did path to the province, but the distance was as if the world wasn't round.
The game also crashed the following day, but may have been due to other factors (I just did a quick dirty map to test).
 
Hi! I'm having some trouble with creating a map mod and am hoping for some help. I finally got past the CTDs, but now when it finishes loading my map doesn't show— its the vanilla map instead. Any ideas why this would be happening?
 
Hi! I'm having some trouble with creating a map mod and am hoping for some help. I finally got past the CTDs, but now when it finishes loading my map doesn't show— its the vanilla map instead. Any ideas why this would be happening?
Only vanilla? Or somehow a mix of yours and vanilla's ?
 
However, a single province in the Middle East did turn blue (although it only shows from the main menu), that is it though.
The blue is the monarchs journey thing.

As you have replaced the files in the map folder it's impossible for the vanilla map to be loading if your mod was actually active. So you .mod file is probably pointing to the wrong location.