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Jamie550

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Jan 29, 2007
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  • Hearts of Iron IV: Cadet
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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
 
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And 1.2 is out!

Download here

Changelog said:
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
 
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.
 
Kretoxian said:
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?
 
Jamie550 said:
Are map_0_0.ProvID.png and the other image files in MapMaker's directory?

Lulz :eek:o :eek:o :eek:o :eek:o :eek:o :D Sorry for disturbing you, my fault.
 
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.
 
Gormadoc said:
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?
 
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.
 
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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
 
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.
irazpmwhnh.jpg


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.
 
:eek:

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.