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As far as I know, nobody has ever had any luck expanding colormap_hires, game won't start up. If you want a bigger map you have to keep the same map size but make smaller provinces and a new colormap_hires with the same size as the old (which is what for instance the magna terra mod is doing).
 
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Didnt RIMP extend the map, as evidenced here?:http://forum.paradoxplaza.com/forum/showpost.php?p=10631714&postcount=448

If you want to modify the colormap_hires you need to follow this procedure:http://forum.paradoxplaza.com/forum/showthread.php?t=352269

If its to memory intense for a PC to do an entire map in one hit, maybe it could be broken into two sections and run independently. Then you would combine the individual province textures files together.

This is what I did last night - extended the terrain to the north:
mapext.jpg


Even if we still cant extend the map there is a bit of room in colormap_hires to squeeze some extra provinces in to the east. :)
 
I think RIMP scales down provinces to fit a larger map just like Magna Terra, but I could be wrong. Making PTI into provinces is definitely doable though.
 
I think RIMP scales down provinces to fit a larger map just like Magna Terra, but I could be wrong. Making PTI into provinces is definitely doable though.

RIMP has the same size map, doesn't it? At least for the current version, I mean.
 
There are two ways you can do this (and you can do both for a really large map); you can extend the high resolution terrain map as far as around 10800 vertical pixel and/or you can scale down the ratio between hires and the other bmps in colormap.txt.

Should be noted that when you mess with the map like that not all of it can be done in the mod folder, meaning you and your players will need a separate install of EUR to play both vanilla and the mod, and you will also have to distribute the hires-file meaning your mod will be at least 75mb compressed and 200mb-200mb uncompressed.

Also of note is the fact that extending the map severely increases the memory needed by the game leading to a significant rise in CTD due to all the memory leaks in the base code and you have no sure way of knowing whether the CTD was due to this or something you did wrong in your mod.
 
Thanks for the info y1kdcb5au9rqw.

There are two ways you can do this (and you can do both for a really large map); you can extend the high resolution terrain map as far as around 10800 vertical pixel and/or you can scale down the ratio between hires and the other bmps in colormap.txt.

Can you explain this a bit more?

I am not interested in scaling down becuase my greek provinces I have already made might get to small. I can see the colormap_hires.bmp is 8192x8192 while the other files are 1960x1228. They are scaled at a ratio of 4 in the in the colormap.txt file.

The x-axis or horizontal must be the 8192/1960 but this in not exactly 4.

The y-axis or vertical must be 8192/1228 and this is certianly not 4.

Are you saying I can increase the colormap_hires.bmp to 10,800 pixels on the y vertical?

What about the x horizontal, can it also go to 10,800?

Or am I way off track? :rolleyes:
 
While it is true that the hires file is 8192x8192 you will notice that if you only look at the textured part it is exactly four times the size of the other bmps so your map will not get smaller by lowering the ratio it will only affect the resolution of the textures as shown in the game. In other words theoretically with a one to one ratio you could have a province.bmp of 8192x8192 (or maybe even 10800x10800). This is probably not practically possible due to the memory constraints though.
 
Well... every pixel counts so it would probably help a little depending on how many pixel you get rid off.

I have often thought of rotating the entire map slightly counter-clockwise to reduce the hight of the textures and other bmps but that would be a huge amount of work - especially with province.bmp - so..... :)
 
I believe I have offically crossed the border of the vanilla colormap_hires (8192x8192) file. The colorwater, shadows and FOW are all WAD (although it may not look it). At this stage the only thing I can see that will stop me from going all the way to the Indus is the memory issues mentioned above. I have a pretty good PC and few tricks up my sleave so I am fairly confident I can bypass this as well.

mapext4.jpg


For those intersted my current facts and figures are:

In main game directory:
colormap_hires: 10,400 x 8192 see the picture in post #11 above
water.FX: adjusted to 2100 x 1228
terrain_2_0.FX: adjusted to 2100 x 1228

In mod directory:
provinces, terrain, topology & rivers: 2100 x 1228
colormap_water: first his had to be upscaled by a factor of 1.071 (2100/1960) on the x axis. Then scaled back to 2048 on the x axis. (EDIT: This file was modded with Photoshop + Nvidia DDS Tools)
 
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Thanks its still going well. :) As a test on the weakend I successfully got this to compile the province textures (x = 2540):

mapextenprovinces.jpg


My rivers started to disappear and I found out there is another river.FX file you have update as well.

On RIMP: Did RIMP stop because of the memory issues or the team issue?
Do you know whether the memory issue was the game slowing down or the map not compiling?

There is no team with my project, so at this stage its all up to me. I will push ahead with the basic mapping and see if I can get to the Indus. Then I might call for bit of support. :D
 
I always thought the Indus would be the perfect place for the Rome map to end. I really like the way that map is looking :)