• 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.
Not entirely sure what's going on as nothing is generated in the log but nothing is happening. I'm trying to get an old map working again (somewhere along the way it just stopped a couple of years ago).

Dimensions are 2048x1536 (final map is meant to be 4096x3072), I've used the colours specified (I indexed my bmps and used a fixed colour palette with those colours) but the tool just doesn't do anything when I click generate.
I'm only using input.bmp, climate.bmp and config.csv.


If I use the older version I get an error about the max theoretical height being too high and the following error

Code:
Loading ./input/input.bmp
Loading ./input/config.csv
Hills Height Scale is set to 120
Mountain Height Scale is set to 140
Snow Height Scale is set to 160
Peak Height Scale is set to 180
Height noise patch size is set to 4
Height noise baseline is set to 20
Height noise factor is set to 0.8
Maximum theoretical terrain height is equal to 264 (absolute max height is 255)
Loading ./input/climate.bmp
Loading ./input/settlements.bmp
Loading ./input/rivers.bmp
Exception in thread "main" java.lang.OutOfMemoryError: Java heap space
        at ck2maptools.main.CK2MakeTerrainMap.main(CK2MakeTerrainMap.java:242)
 
That's larger than usual (but not unreasonable), the old version had memory issues with larger maps, you can allow java to use more memory by adding some parameters like described earlier in the thread, but I would advise to use the latest version instead.

The max height is not an error, just a warning (if you exceed the max by too much, it will generate flat-topped mountains eventually).

It might be a problem with using an indexed color image as a source, I have not tried that.
Try with the latest version and if it does not work post the log for CK2MakeTerrainMap.
 
That's larger than usual (but not unreasonable), the old version had memory issues with larger maps, you can allow java to use more memory by adding some parameters like described earlier in the thread, but I would advise to use the latest version instead.

The max height is not an error, just a warning (if you exceed the max by too much, it will generate flat-topped mountains eventually).

It might be a problem with using an indexed color image as a source, I have not tried that.
Try with the latest version and if it does not work post the log for CK2MakeTerrainMap.

Code:
[2019-01-22.08-57-24-369]Loading ./input/config.csv
[2019-01-22.08-57-24-427]Loading ./input/input.bmp
[2019-01-22.08-57-24-650]Loading ./input/climate.bmp
[2019-01-22.08-57-24-710]Loading ./input/settlements.bmp
[2019-01-22.08-57-30-924]java.lang.ArrayIndexOutOfBoundsException: Coordinate out of bounds!
[2019-01-22.08-57-30-925]sun.awt.image.ByteInterleavedRaster.getDataElements(Unknown Source)
[2019-01-22.08-57-30-925]java.awt.image.BufferedImage.getRGB(Unknown Source)
[2019-01-22.08-57-30-925]ck2maptools.data.Loader.loadSettlements(Loader.java:261)
[2019-01-22.08-57-30-925]ck2maptools.main.CK2MakeTerrainMap.execute(CK2MakeTerrainMap.java:131)
[2019-01-22.08-57-30-926]ck2maptools.ui.CK2MapToolsWorker.run(CK2MapToolsWorker.java:29)
[2019-01-22.08-57-30-926]java.lang.Thread.run(Unknown Source)
 
Yes, so, I tested this yesterday and got a similar problem with an indexed color source image. The image is being read as true color, I can see how it would be more convenient to work with a palette when you're used to it, but that's not going to work right now.
 
Does the forest hill terrain type work? (0;64;64) For me it just seems to generate normal forests.

In the included example map you have used the color 0;128;128, is this a working color as well?
 
Does the forest hill terrain type work? (0;64;64) For me it just seems to generate normal forests.

In the included example map you have used the color 0;128;128, is this a working color as well?

It works but it's actually 64;64;0 (brown and dark green, not dark green and dark blue). I'm sorry I got it wrong previously.

0;128;128 is what I have used as a custom terrain in that example map, you can see it in the config file.
 
When using a custom terrain, does it always give the province the "ocean" terrain?

Custom terrain 1 and 2 map to terrains 13 and 14, which are unused in the base game. In vanilla they both map to coastal_desert, which is localized as "ocean" for some reason.

You can mod what province terrain type they map to, in yourmod/map/terrain.txt. For example :

text_13 = { type = arctic color = { 13 } priority = 13 }
text_14 = { type = marsh color = { 14 } priority = 14 }

You can also modify their appearance by modding yourmod/map/terrain/atlas0.dds and atlas_normal0.dds
 
Hello, I have a bit of a problem with the tool, more precisely at the step to make the province setup.
It worked fine before I did my cultures but now I have the "exception in thread main" after the province 313 everytime I try to do it. I tried to troubleshoot it without success, even when I allow java to use 8gb of RAM :/

I would like to know if someone could try to setup my input with the tool for me.
Here is the dowload link of my input: http://www.filedropper.com/input_4
Thanks for your help!
 
It "works" because I don't have the rest of your mod to point to, but it's not going to be what you want. Here : https://www.dropbox.com/s/5efcfohwtq5s4zb/rademon74_output.7z?dl=0
The problem seems to be with your desert culture : it doesn't have any character names in it, so the tool crashes when trying to generate the first count for a province of that culture. I didn't account for that possibility.
 
Hard to say without context, but probably an edge case I didn't think of. Do you have the full log ? At what step are you getting this error ?

Likewise for your provinces problem, I can't really tell you how to fix it if I don't know more about what errors you're getting. I wouldn't worry about dejure stuff until provinces are ok, but there is no easy way to do this.

Localisation files are not needed, shouldn't be a problem. If you can't see counties it's probably the same problem as wanna_grenade : bad image format on provinces.bmp.

Hi, sorry that I never responded, I took a break to mod history instead because mapping was making me angry. I ended up re-generating the files and... it just ended up working?
Issue is that my mod that was running fine suddenly stopped working around two weeks ago, probably around the same time as an update. Older versions that were working also stopped doing so. Was this due to the Saxon units, do you think? How can I get things up and running again? Having a taste of my functioning mod and having it snatched away so soon was a little brutal.

The game would run fine then crash around the 8th of January of the year I loaded. In other mods I could make it to the 12th of January. Everything would load but a few days after I hit play on a new game it would crash to desktop.
 
I doubt the units have anything to do with it. In-game crashes at a later date could be an event referencing a province by id that doesn't exist in your map.
For example the mongol invasion will typically crash the game on a custom map. You can deactivate all events (override the event folder) to check if the problem is with an event.
 
Custom terrain 1 and 2 map to terrains 13 and 14, which are unused in the base game. In vanilla they both map to coastal_desert, which is localized as "ocean" for some reason.

You can mod what province terrain type they map to, in yourmod/map/terrain.txt. For example :

text_13 = { type = arctic color = { 13 } priority = 13 }
text_14 = { type = marsh color = { 14 } priority = 14 }

You can also modify their appearance by modding yourmod/map/terrain/atlas0.dds and atlas_normal0.dds

Ah, nice. Is it possible to add a terrain that will generate trees aswell? I would like to create a "jungle hills" terrain, basically like the forest hills terrain but with jungle texture. As it is right now using the forest hills terrain in hot climates results in the semi-desert terrain and desert mountain which doesn't quite fit in one of my map areas. Maybe it is easier to just add this manually after the map is generated?