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When importing everything painted white except new border into ProvID.PNG, mspaint cannot make the white color transparent so everything messed up
 
*Coughs* Are there any news about my map?
 
I have a question: since you say that the adj-defs.csv overrides anything concerning connections in the map editor, couldn't we theoretically ignore doing any connection work with the editor itself and just insert it all into adj-defs?
 
Myth said:
I have a question: since you say that the adj-defs.csv overrides anything concerning connections in the map editor, couldn't we theoretically ignore doing any connection work with the editor itself and just insert it all into adj-defs?
The resultant adjacent.tbl MUST have a certain number of connections. If it does not, you get a milestone error. Besides that, there may be other reasons. And do you really want to insert the thousands of adjancies?

HannibalBarca2 said:
Note: You might quickly think: ”Why not do all my changes in the “adj-defs.csv” file?” Well… If you do you will be unable to connect provinces to the sea AND be unable to delete old connections between provinces.
 
Ah yes, true enough. I've not actually read this guide in its entirety, since I've not yet gotten that far yet. I'm still halfway through part 6 for a couple changes I'm doing.
 
Jamie550 said:
The resultant adjacent.tbl MUST have a certain number of connections. If it does not, you get a milestone error. Besides that, there may be other reasons. And do you really want to insert the thousands of adjancies?

Yeah but unfortunately the program not always tell you how many connections do you need.
 
Kretoxian said:
Yeah but unfortunately the program not always tell you how many connections do you need.
If you are using 1.2.3 or above, and a certain value in settings.txt is set correctly (as it is in 1.2.3's HoI settings.txt), and you don't have the required adjacency count, it should always report it.
 
Jamie550 said:
If you are using 1.2.3 or above, and a certain value in settings.txt is set correctly (as it is in 1.2.3's HoI settings.txt), and you don't have the required adjacency count, it should always report it.

Then i think that my problem with the map must not be caused by the connections because my settings.txt (in 1.2.3):

Code:
#This contains settings for MapUtility, and can be shared among the programs

#The path to the game
#If the game exe is at C:\DD\HoI.exe, this would be GamePath=C:\DD
GamePath=C:\Archivos de programa\Paradox Interactive\Doomsday

#The max province number
MaxProvinceNumber=2608

#The width and height of lightmap1, the biggest one.
#The width and height are in blocks (each block is 32x32 pixels)
Lightmap1Width=936
Lightmap1Height=360

#The number of lightmaps
#Currently, only NumLightmaps=3 and NumLightmaps=4 are supported
NumLightmaps=4

#The width in bytes of each offset in the lightmap header
#Currently only 3 and 4 are supported
LightmapOffsetWidth=4

IdsAreNewWay=true

#The width of each value in index.tbl, in bytes
#Currently only 2 and 4 are supported
IndexTblValueWidth=4

and the one contained in the HOI folder:

Code:
#This contains settings for MapUtility, and can be shared among the programs

#The path to the game
#If the game exe is at C:\DD\HoI.exe, this would be GamePath=C:\DD
GamePath=C:\Archivos de programa\Paradox Interactive\Doomsday

#The max province number
MaxProvinceNumber=2608

#The width and height of lightmap1, the biggest one.
#The width and height are in blocks (each block is 32x32 pixels)
Lightmap1Width=936
Lightmap1Height=360

#The number of lightmaps
#Currently, only NumLightmaps=3 and NumLightmaps=4 are supported
NumLightmaps=4

#The width in bytes of each offset in the lightmap header
#Currently only 3 and 4 are supported
LightmapOffsetWidth=4

IdsAreNewWay=true

#The width of each value in index.tbl, in bytes
#Currently only 2 and 4 are supported
IndexTblValueWidth=4

#The number of entries that should be in the adjacent table
#This is strictly optional
#Usually used only with HoI
AdjacentTableEntryCount=14860

They're the same.
 
Kretoxian said:
Then i think that my problem with the map must not be caused by the connections because my settings.txt (in 1.2.3):

Code:
#This contains settings for MapUtility, and can be shared among the programs

#The path to the game
#If the game exe is at C:\DD\HoI.exe, this would be GamePath=C:\DD
GamePath=C:\Archivos de programa\Paradox Interactive\Doomsday

#The max province number
MaxProvinceNumber=2608

#The width and height of lightmap1, the biggest one.
#The width and height are in blocks (each block is 32x32 pixels)
Lightmap1Width=936
Lightmap1Height=360

#The number of lightmaps
#Currently, only NumLightmaps=3 and NumLightmaps=4 are supported
NumLightmaps=4

#The width in bytes of each offset in the lightmap header
#Currently only 3 and 4 are supported
LightmapOffsetWidth=4

IdsAreNewWay=true

#The width of each value in index.tbl, in bytes
#Currently only 2 and 4 are supported
IndexTblValueWidth=4

and the one contained in the HOI folder:

Code:
#This contains settings for MapUtility, and can be shared among the programs

#The path to the game
#If the game exe is at C:\DD\HoI.exe, this would be GamePath=C:\DD
GamePath=C:\Archivos de programa\Paradox Interactive\Doomsday

#The max province number
MaxProvinceNumber=2608

#The width and height of lightmap1, the biggest one.
#The width and height are in blocks (each block is 32x32 pixels)
Lightmap1Width=936
Lightmap1Height=360

#The number of lightmaps
#Currently, only NumLightmaps=3 and NumLightmaps=4 are supported
NumLightmaps=4

#The width in bytes of each offset in the lightmap header
#Currently only 3 and 4 are supported
LightmapOffsetWidth=4

IdsAreNewWay=true

#The width of each value in index.tbl, in bytes
#Currently only 2 and 4 are supported
IndexTblValueWidth=4

#The number of entries that should be in the adjacent table
#This is strictly optional
#Usually used only with HoI
AdjacentTableEntryCount=14860

They're the same.
Yours is missing

#The number of entries that should be in the adjacent table
#This is strictly optional
#Usually used only with HoI
AdjacentTableEntryCount=14860
 
Jamie550 said:
Yours is missing

#The number of entries that should be in the adjacent table
#This is strictly optional
#Usually used only with HoI
AdjacentTableEntryCount=14860

:eek:o :eek:o Thanks now i see when doing the step three that i need to make 16 more connections.
 
I have few more questions ^^ Firstly, what values [and files] I have to edit in order to add/remove beach and port?

Secondly, what is the best way of editing a country split between two maps? I am thinking about joining both parts in a new file, editing it there and splitting the country back later. Maybe there is an easier way?
 
For your first question, that would be provinces.csv in \db. It's either a 0 (no) or 1 (yes) for beaches and port allowed, while port seazone must also be specified, as well as the x and y coordinates for the port and beach positions, as well as the beach icon.
 
Just one thing, the other when i was going through steps 1-6 the power suddenly turned off due to a storm and the computer shuted off, logically.
Any recomendation? Should i delete the temp files?
 
I really appreciate your work guys, this is a brilliant program and a brilliant guide. You should be awarded the Nobel Mod award.
I have a problem though, when i launch the map maker i get a fatal error on many of the options starting from nr1. i get a fatal error after "thread4".
option 2 dies after doing column 0A. etc

Does anyone have an idea?
 
Durruti (A) said:
I really appreciate your work guys, this is a brilliant program and a brilliant guide. You should be awarded the Nobel Mod award.
I have a problem though, when i launch the map maker i get a fatal error on many of the options starting from nr1. i get a fatal error after "thread4".
option 2 dies after doing column 0A. etc

Does anyone have an idea?
In my sig, go to the HoI MapUtility discussion thread, there go to the big link that says "Troubleshooting", and then follow the instructions and report in the discussion thread.
 
Jamie550 said:
In my sig, go to the HoI MapUtility discussion thread, there go to the big link that says "Troubleshooting", and then follow the instructions and report in the discussion thread.

Thanks! I didnt know about not having the game in program files. Works now. :)
 
I have another problem (what would this thread do without them :rolleyes: ), when i'm processing throught step one, when it reaches the modified file it says the following:

moarerrorcl8.jpg


I suppose that it's caused by a difference between indexed and RGB colours right?.
BTW, the size of the unmodified sec. copy is 1.10MB and the modified one only 932Ks, is there any way to solve this without having to start again?