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  1. #1
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    MapUtility Discussion Thread

    What is MapUtility?
    MapUtility is a set of tools that allows you to edit the maps of HoI, Victoria, and CK.

    MapUtility consists of four parts.
    MapViewer allows viewing of the map.
    MapExtractors allows for extraction of the map into image files, to allow user editing.
    MapMaker takes the edited extracted images and puts them back into the map files.
    ObjectEditor makes moving objects (army sprites, ports, etc.) around easier.

    Downloads
    Help
    Troubleshooting (READ BEFORE REPORTING BUGS OR OTHER ISSUES)
    Other links

    HoI users: IMPORTANT! Read this

    TUTORIAL by Hannibal Barca2 (Geared towards HoI, but applicable to other games as well
    Last edited by Jamie550; 16-07-2008 at 14:14.
    ~Jamie

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  2. #2
    Awesome. Downloading now.

  3. #3
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by degirlsawelshy
    Awesome. Downloading now.
    Don't. Wait a hour or so and 1.2 will be out (hopefully).
    ~Jamie

    Download the Validator: Eu4 | Ck2 | March of the Eagles | Hoi3 | Victoria II | Eu3 | EU Rome | Sengoku

  4. #4
    Quote Originally Posted by Jamie550
    Don't. Wait a hour or so and 1.2 will be out (hopefully).
    Okay, for some reason it did not work anyway

    Maybe 1.2 will.

  5. #5
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    And 1.2 is out!

    Download here

    Quote Originally Posted by Changelog
    Global
    -Now supports different map sizes, lightmap offset sizes, and numbers of lightmaps, and method of reading different id formats, all set in settings.txt (though support is not complete)
    -Index.tbl values can now be two bytes wide as well as the previous four bytes
    -ObjectEditor added
    -MapExtractor added
    -index.tbl now reads and writes UInt16s when working on two bytes
    -Log files now have a header

    MapViewer v6.2
    -Fixed GUI title
    -Logfile at log.txt
    -Tweaked sizes of displaying and exporting images
    -Can view CK lightmaps
    -Got rid of GUI export button, as it was more trouble then it was worth
    -Scrolling (!!!)
    -With scrolling, some sliders are no longer necessary and have been removed
    -Now displays information about the current pixel
    -Now gives message when completely done extracting
    -Now colorscale images are saved correctly

    MapMaker v2.2
    -Changed recommended MAXPROVINCE number for HoI to 2608, as that is the correct one.
    -Fixed message reporting lack of images.txt
    -Fixed minor problem with finding adjancies
    -Now will read a file called adj-mod.txt to change adjancies
    -Errors will be logged to errorLog.txt
    -Fixed problem with creating tiles.bmp, now the original palette is used
    -When making lightmaps, shading is slightly more flexible
    -Now after creating initial lightmaps, will automatically check for block existence, and removed corresponding option 11
    -Now supports varying numbers of lightmaps (3 or 4)
    -Support for CK-type province ids, excluding rivers
    -Can make CK maps
    -Fixed minor bug with CompressableBlockBase<T> which had problems when setting the same value to a compressed block
    -Now uses log.txt, not errorlog.txt
    -Index.tbl can now write in two bytes
    -Fixed a problem where the border layer color was inversed in the radish file
    -Improved speed of making adjacent table, including multithreading it
    -Now should be able to view and extract Victoria-sized tiles.bmp

    ObjectEditor v1.0
    -As this is new, nothing has been changed from previous versions

    MapExtractor v1.0
    -As this is new, nothing has been changed from previous versions
    ~Jamie

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  6. #6
    Anon, we are legion Kretoxian's Avatar
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    Good, downloaded, however i have one problem, i have extracted the map correctly (or at least without errors), i edit a pair of things in map_0_0.ProvID.png (with Photoshop of course) and save it. And later in mapmaker when i hit option 1) it says that he can't find the file map_0_0.ProvID.png and please post the created log, i would post the log but it's in blank.

    BTW i have installed it right with the gamepath correctly set.
    Visit the Cold War mod subforum: (if you like to remember old projects)

    http://forum.paradoxplaza.com/forum/...play.php?f=292


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  7. #7
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by Kretoxian
    Good, downloaded, however i have one problem, i have extracted the map correctly (or at least without errors), i edit a pair of things in map_0_0.ProvID.png (with Photoshop of course) and save it. And later in mapmaker when i hit option 1) it says that he can't find the file map_0_0.ProvID.png and please post the created log, i would post the log but it's in blank.

    BTW i have installed it right with the gamepath correctly set.
    Are map_0_0.ProvID.png and the other image files in MapMaker's directory?

    If so, what are the contents of images.txt?
    ~Jamie

    Download the Validator: Eu4 | Ck2 | March of the Eagles | Hoi3 | Victoria II | Eu3 | EU Rome | Sengoku

  8. #8
    Anon, we are legion Kretoxian's Avatar
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    Quote Originally Posted by Jamie550
    Are map_0_0.ProvID.png and the other image files in MapMaker's directory?
    Lulz Sorry for disturbing you, my fault.
    Visit the Cold War mod subforum: (if you like to remember old projects)

    http://forum.paradoxplaza.com/forum/...play.php?f=292


    Want CPack style icons for DH Full? Then visit the thread below:

    Cpack Style icons 2779 icons so far at 15/03/2013 Beta 2.1 Released!

    Do you know about any tech team or any airplane, tank, artillery gun, ship or whatever piece of weaponry that you think should be included into the game? then please visit and suggest something in the Models & TT improvement thread. (click over the minimod's name to visit it).

    Cold War Tech Tree Expansion extending DH tech tree from the early 60s to mid 90s. Beta 1.1 Released!

  9. #9
    First Lieutenant GanguGengu's Avatar
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    So, has anyone made anything yet?

  10. #10
    Darkest Hour Developer Gormadoc's Avatar
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    Thumbs up Navaldist.tbl

    Hey Jamie

    Will you include naval distances .tbl file into this editor or is it already possible to correct these relative distances ?

    There where some seazones that are off last time i checked in Doomsday. Dont know it this was fixed in latest Paradox Patches though.

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  11. #11
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by Gormadoc
    Hey Jamie

    Will you include naval distances .tbl file into this editor or is it already possible to correct these relative distances ?

    There where some seazones that are off last time i checked in Doomsday. Dont know it this was fixed in latest Paradox Patches though.
    I've only got a basic idea of the navaldist information.

    Does the game regenerate it wrong or something?

    What exactly is its purpose?
    ~Jamie

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  12. #12
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Here is current known information about navaldist.tbl

    The file begins with 4 bytes specifying the number of used blocks. HoI uses (around) 1467 blocks and Victoria uses 1404 blocks.

    There are a fixed number of blocks; for HoI this is 1500 and for Victoria 2000.

    Each block is NumBlocks * 4 bytes long. Each group of four bytes refers to some sort of "connection" to one of the other blocks.

    Sometimes the connection is 0, other times it is a big number. With itself, a province connection is always 0.

    Here is the beginning of a exported file:

    Code:
    NumProvinces: 1467
    
    Province 0
    0: 	0
    1: 	1080016606
    2: 	1091709832
    3: 	1113546388
    4: 	1093300439
    5: 	1092658025
    6: 	1095492359
    7: 	1094363394
    8: 	1095539100
    9: 	1097181130
    10: 	1097330648
    11: 	1097316132
    12: 	1098938235
    13: 	1097384551
    14: 	1098049070
    15: 	1099294614
    16: 	1100117033
    17: 	1100234976
    18: 	1100564421
    19: 	1099713765
    20: 	1099224795
    21: 	1098527969
    22: 	1097217612
    23: 	1096782413
    24: 	1094343751
    25: 	1094814193
    26: 	1097504991
    27: 	1097577758
    28: 	1110090317
    29: 	1100342501
    
    ==CLIPPED==
    
    108: 	1114345798
    109: 	1114427830
    110: 	1101115561
    111: 	0
    112: 	1100591019
    113: 	1101041517
    
    ==CLIPPED==
    
    454: 	1119178128
    455: 	1119393397
    456: 	0
    457: 	1118792981
    458: 	1119468752
    EDIT: It appears that besides the 0 referring to the block itself, all other 0s (111,456, 462, 469, and 470) are the same for all blocks, and the blocks referred to are all empty. This does not appear to be the case with the victoria map.
    Last edited by Jamie550; 11-06-2008 at 14:07.
    ~Jamie

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  13. #13
    Lt. General IndoEsia45's Avatar
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    Hello Jamie !

    One question, where i can get the source code for this project ?

    Thank You

  14. #14
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by IndoEsia45
    Hello Jamie !

    One question, where i can get the source code for this project ?

    Thank You
    In the next update, if I remember
    ~Jamie

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  15. #15
    Colonel HistoryMan's Avatar
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    If you are referring to navaldist.tbl, then my understanding is that the game engine will re-generate this file if it detects that the current file doesn't match the province.csv file locations of ports/sea zones links, etc. This can take quite a while, depending on your computers speed & power (a few minutes on high spec machines, up to 1/2 hr on low spec).

    Tim

  16. #16
    Darkest Hour Developer Gormadoc's Avatar
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    Let me give an example of what i think is wrong.

    Start up a 1936 campaign as Germany.

    Pick one lvl 4 Cruiser in Wilhelmshafen.

    Now point at West Biscay Basin, it says distance 1326 km
    Now point at North Iberian Shelf next to it, it says distance 2916 km.

    So if thats correct there should be 1590 km from West Biscay Basin to North Iberian Shelf.

    If we send the cruiser to West Biscay basin and orders it to move to North Iberian shelf it will do the trip in 10 hours with a speed of 28 km/h. So the distance is really 280 km.

    Now if you point on the West celtic shelf is says 2414 km.
    if you then point at the sea of Azores it says 2155 km.

    Sea of Azores West 2797 km but Sea of Azores East 2564 km would make more sense if it was the reverse.

    Screenshot with navaldistances from Wilhelshafen.


    The above naval distances is from vanilla game. I havent tried to remove the navaldist.tbl and let the game regenerate it but i will see if that changes anything.

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  17. #17
    Darkest Hour Developer Gormadoc's Avatar
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    Regenerating the navaldist.tbl changed the distances shown considerably.

    North Iberian Shelf now has distance 1585 km. instead off 2916 km
    Sea of Azores East 2247 km instead of 2564
    Sea of Azores West 2426 km instead of 2797

    Note i drew the lines wrong for these two zones in the picture below.

    But regenerating it made the distances look better from Wilhelmshafen.

    If it has fixed all issues or just created new i dont know.

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  18. #18
    Lt. General IndoEsia45's Avatar
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    So where i can download the source ?

  19. #19
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by IndoEsia45
    So where i can download the source ?
    *sigh*

    Nowhere right now. When a beta or the next version comes out, if I remember to include the source.

    Unless you need it urgently? What exactly do you want it for?
    ~Jamie

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  20. #20
    Lt. General IndoEsia45's Avatar
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    Sorry for interrupting your time, i thought the code has been released preivously...

    Thank You for your attention.

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