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Thread: Map Generator 2.0

  1. #361
    Major nom's Avatar
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    Quote Originally Posted by iontom View Post
    Maybe I'll try adding an Arabia continent just to see if they can be changed. Do any of the lua scripts handle continent placement? It might be cool to have some proximity rule too (i.e. N and S America near each other, and Europe+Asia)
    No, it just tries to create as many continents as there are names in the continent file.


    Quote Originally Posted by iontom View Post
    I'll put more time into looking into the land.lua; do you think it'd be possible to modify the continents' .txt files to have a freq parameter without hurting anything? Or maybe it could count the number of countries per continent and assign a frequency based on that. That way continents could be more module and flexible. Do you know if there any province number limit to the game?
    Right now it just assigns the names according to size. I don't see a really good way of controlling the frequencies of continents without ending up with weird results.

    The province limit to the game is somewhere around 5000. I don't think it's a hard limit, but somewhere thereabouts the game can no longer handle it. I think you'll start to see graphical glitches first.


    Quote Originally Posted by iontom View Post
    That's awesome, so you have a component that can convert images already!? You could just have the mod with interface=replace and all the generator would have to do is override interface/minimap.dds Maybe I could modify the parchment into some sort of box so that the generator could just make a smaller version of the green and blue map.
    I'm not sure if moddir works for replacing the interface. You might have to move it there manually. If you make a background then I'll make sure that a minimap is exported.


    Quote Originally Posted by iontom View Post
    Got it. Can that scaling factor be modified in parameters file anywhere or is it hardcoded? I also have the problem where a random 5616x2160 map crashes when I try to start the game. There is an error that pops up with a path name, I need to post that up here.

    Thanks again for all the feedback!! You rock!
    It's defined in definitions.csv, but can only take the values 1 and 3.

  2. #362
    Major nom's Avatar
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    Quote Originally Posted by Supeerme View Post
    I have first tried to use a 4964x3955 map but it crashed while creating rivers in the generator, Then I tried to use a smaller map but that crashed as well.
    Crashes while creating rivers in the generator are probably because of lack of memory. Try the newest beta and see if you can get anything to work with it. For testing purposes make a really small map, like 3000x1000, just to make sure that river creation works.

    One thing you can do if memory is the problem is make smaller continents. Just increase the frequency of the map.

  3. #363
    It seems that the rivers algorithm implementation takes quite a bit of memory. Mind if I look at the code? Most simple pathfinding algorithms can be done in place (like in the pixels of the map) instead of with recursive calls.

  4. #364
    Major nom's Avatar
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    Quote Originally Posted by HelloGoodSir View Post
    It seems that the rivers algorithm implementation takes quite a bit of memory. Mind if I look at the code? Most simple pathfinding algorithms can be done in place (like in the pixels of the map) instead of with recursive calls.
    Well, it would have worked better if there wasn't a huge memory leak in there. Damn, link updated with new version.

    If you want to take a look at the code then feel free. I'm sure there's a lot of possibilities for optimization in there.

    Code:
    	runit* tunit = NULL;
    	deque<runit> open;
    	deque<runit> closed;
    	int h;
    
    	// set starting point
    	tunit = new runit;
    	tunit->pt.x = pt.x;
    	tunit->pt.y = pt.y;
    	tunit->h = GetRValue(_map.GetPixel(pt.x,pt.y));
    	open.push_back(*tunit);
    	_river.SetPixel(pt.x,pt.y,RGB(255,255,0));
    	delete tunit;
    	
    	// A*
    	while (open.size() > 0)
    	{
    		// select first untested point and test its surroundings
    
    		for (int dir = 0; dir < 4; dir++)
    		{
    			int dx;
    			int dy;
    
    			switch (dir)
    			{
    			case 0:
    				dx = 1;
    				dy = 0;
    				break;
    			case 1:
    				dx = -1;
    				dy = 0;
    				break;
    			case 2:
    				dx = 0;
    				dy = 1;
    				break;
    			case 3:
    				dx = 0;
    				dy = -1;
    				break;
    			}
    
    			// x+1
    			mPOINT point;
    			point.x = open.at(0).pt.x+dx;
    			point.y = open.at(0).pt.y+dy;
    			COLORREF riv = _river.GetPixel(point.x,point.y);
    			// test if it's valid (not already part of the path or outside the map)
    
    			if (!(point.x > 0 && point.x < _ms.width && point.y > 0 && point.y < _ms.height))
    				continue;
    
    			try
    			{
    				tunit = new runit;
    			}
    			catch (exception& e)
    			{
    				CString str = CString("River creation error: ");
    				str += e.what();
    				::MessageBox(NULL,str,"Error",MB_OK);
    				return -2;
    			}
    
    			tunit->pt.x = point.x;
    			tunit->pt.y = point.y;
    			tunit->path = open.at(0).path;
    			tunit->path.push_back(open.at(0).pt);
    			h = GetRValue(_map.GetPixel(tunit->pt.x,tunit->pt.y));
    			tunit->h = h + rand()%10-5;
    
    			deque<runit>::iterator it;
    
    			switch (riv)
    			{
    			case RGB(255,255,255):
    				open.push_back(*tunit);
    				_river.SetPixel(tunit->pt.x,tunit->pt.y,RGB(255,255,0));
    				break;
    			case RGB(255,255,0):
    				it = find(open.begin(),open.end(),*tunit);
    				if (it->path.size() > tunit->path.size())
    				{
    					open.erase(it);
    					open.push_back(*tunit);
    					_river.SetPixel(tunit->pt.x,tunit->pt.y,RGB(255,255,0));
    				}
    				break;
    			case RGB(255,0,255):
    				it = find(closed.begin(),closed.end(),*tunit);
    				if (it->path.size() > tunit->path.size())
    				{
    					closed.erase(it);
    					open.push_back(*tunit);
    					_river.SetPixel(tunit->pt.x,tunit->pt.y,RGB(255,255,0));
    				}
    				break;
    			case RGB(255,0,128):
    				tunit->path.push_back(tunit->pt);
    				prlist = tunit->path;
    				delete tunit;
    				for (size_t i = 0; i < open.size(); i++)
    				{
    					_river.SetPixel(open.at(i).pt.x,open.at(i).pt.y,RGB(255,255,255));
    				}
    				for (size_t i = 0; i < closed.size(); i++)
    				{
    					_river.SetPixel(closed.at(i).pt.x,closed.at(i).pt.y,RGB(255,255,255));
    				}
    				return -1;
    				break;
    			default:
    				for (size_t i = 0; i < River::riverlist.size();i++)
    				{
    					int r = River::riverlist.at(i).Compare(point);
    					if (r != -1)
    					{
    						//tunit->path.push_back(tunit->pt);
    						SetConnection(tunit->pt);
    						prlist = tunit->path;
    						delete tunit;
    						for (int i = 0; i < open.size(); i++)
    						{
    							_river.SetPixel(open.at(i).pt.x,open.at(i).pt.y,RGB(255,255,255));
    						}
    						for (int i = 0; i < closed.size(); i++)
    						{
    							_river.SetPixel(closed.at(i).pt.x,closed.at(i).pt.y,RGB(255,255,255));
    						}
    						return r;
    					}
    				}
    				break;
    			}
    
    			delete tunit;
    
    		}
    		
    		closed.push_back(open.at(0));
    		_river.SetPixel(open.at(0).pt.x,open.at(0).pt.y,RGB(255,0,255));
    		open.pop_front();
    
    		int best = 1000000;
    		int bestid = -1;
    		for (size_t i = 0; i < open.size(); i++)
    		{
    			if (open.at(i).h < best)
    			{
    				best = open.at(i).h;
    				bestid = i;
    			}
    		}
    		deque<runit>::iterator start = open.begin();
    		deque<runit>::iterator unit = open.begin() + bestid;
    		open.push_back(open.front());
    		*start = *unit;
    		*unit = open.back();
    		open.pop_back();
    		//sort(open.begin(),open.end());
    	}
    
    	// no ocean or river found
    	return -2;

  5. #365
    Sergeant iontom's Avatar
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    I think I just found a good group of alternate Swedish Nations!
    http://forum.paradoxplaza.com/forum/...is+Universalis

    Could you imagine the memory requirements of a whole planet filled with that density of countries? Maybe in 5 years...

    So I want to try to do this:
    Update the vanilla data set, for example with new countries added in expansions.

    I've been compiling as many mod's nations as I possibly can. Although we might need to change the format of the common folder a little before I start dumping these in en masse.

    Update the data sets with real map parts to work with the new maps.

    I've already been trying to test the Earth map in this generator so why not try to handle this.

    If you have any instruction on how you want me to start those tasks I'm game for some direction. Cheers!

  6. #366
    Major nom's Avatar
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    Quote Originally Posted by iontom View Post
    Update the vanilla data set, for example with new countries added in expansions.
    It's basically about going through countries.txt to see if any country is not included in the list. Perhaps change the relative size of the countries to match the situation in 1399 as well. The current setup is more or less based on the demo, because that was all I had when I made it, although I think I have added a few countries since. Please use only nations included in unmodded DW in the vanilla data set. You can always create another data set with as many nations as you like.

    Another thing to check is whether all cultures and regions are included.

    Quote Originally Posted by iontom View Post
    Update the data sets with real map parts to work with the new maps.
    Take a look at one of the real map parts data sets, like Old World or Europe. The realparts folder has to be updated. I know for certain that the positions and terrain files have changed since httt. I have to check in more detail what needs updating.

  7. #367
    I have just downloaded beta6 and started to use a huge map of Europe with loads of rivers. I am going to post the process.
    01:40AM
    So far it have loaded the base map. I am now waiting for it to add the provinces in.

    01:46AM
    Crashed while adding provinces.
    01:50AM
    Loaded map and tried again,but with slider for province frequncy at the far left.
    01:58AM
    Crashed again.

    02:06AM
    Last Try, this time with province on the far right.
    02:24AM
    SUCCESS! PROVINCE CREATED! (around 23,886)
    COUNTRIES CREATED!
    CULTURE CREATED!
    CONTUNETS CREATED!
    TRRAIN!

    MAP COMPLETED!
    Exporting keeps crashing though. It cna do some of it but crashes soon after.
    Is it possible to make a blank map of sorts? like no Countires or a single Culture only? I want to use a British Isles map.
    Last edited by Supeerme; 03-03-2012 at 04:44.
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  8. #368
    Sergeant iontom's Avatar
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    Quote Originally Posted by nom View Post
    It's basically about going through countries.txt to see if any country is not included in the list. Perhaps change the relative size of the countries to match the situation in 1399 as well. The current setup is more or less based on the demo, because that was all I had when I made it, although I think I have added a few countries since. Please use only nations included in unmodded DW in the vanilla data set. You can always create another data set with as many nations as you like.

    Another thing to check is whether all cultures and regions are included.
    I pulled the list of countries from countries.txt and compared it against the Vanilla DW list using vlookup in Excel and made a list of countries which need to be added to match the DW group. I was curious about colonial countries and formable nations but I answered my own question:

    USA United_States american Manhattan 0


    VLA Vladimir
    RMN Romania
    MIN Minamoto
    TAC Tachibana
    TAI Taira
    FUJ Fujiwara
    AAC Aachen
    ALE AlenÁon
    AUG Augsburg
    ULM Ulm
    MSA Malaya
    HIN Hindustan
    But I also notice that the format you have setup for countries doesn't match the DW format. You have a list of countries and then each of those countries assets (Leader name, ship name, tech group, etc) is all contained in separate text files in separate folders.

    The DW setup has a countries folder with a txt file for each country and most of the countries information is summarized there.

    Example: Utrecht.txt
    Code:
    #Country Name: Please see filename.
    
    graphical_culture = latingfx
    
    color = { 223  198  64 }
    
    historical_ideas = {
    	merchant_adventures
    	national_conscripts
    	military_drill
    	patron_of_art
    	shrewd_commerce_practise 
    	national_trade_policy
    	cabinet
    	national_bank 
    	smithian_economics
    	scientific_revolution
    	improved_foraging
    	bureaucracy	
    }
    
    historical_units = {
    	western_medieval_infantry
    	western_medieval_knights
    	western_men_at_arms
    	dutch_maurician
    	austrian_tercio
    	austrian_grenzer
    	french_bluecoat
    	french_dragoon
    	french_impulse
    	mixed_order_infantry
    	open_order_cavalry
    	napoleonic_square
    	napoleonic_lancers
    }
    
    monarch_names = {
    	"Frederik #2" = 40
    	"Hendrik #1" = 20
    	"David #0" = 20
    	"Filips #0" = 20
    	"Gijsbert #0" = 20
    	"Rudolf #0" = 20
    	"Engelbert #0" = 10
    	"Johan #5" = 5
    	"Arnold #2" = 5
    	"Boudewijn #2" = 5
    	"Dedrick #2" = 5
    	"Willem #2" = 5
    	"Andries #1" = 5
    	"Floris #1" = 5
    	"Godfried #1" = 5
    	"Jakob #1" = 5
    	"Koenraad #1" = 5
    	"Nikolaas #1" = 5
    	"Adriaan #0" = 0
    	"Alexander #0" = 0
    	"Augustijn #0" = 0
    	"Bartholomeus #0" = 0
    	"Christiaan #0" = 0
    	"Constantijn #0" = 0
    	"DaniŽl #0" = 0
    	"Dominicus #0" = 0
    	"Fabian #0" = 0
    	"Frans #0" = 0
    	"Gillis #0" = 0
    	"Herman #0" = 0
    	"Ignaas #0" = 0
    	"Ivo #0" = 0
    	"Jurriaan #0" = 0
    	"Luuk #0" = 0
    	"Martijn #0" = 0
    	"Matthijs #0" = 0
    	"MichaŽl #0" = 0
    	"Sieuwed #0" = 0
    	"Thomas #0" = 0
    	"Valentijn #0" = 0
    }
    
    leader_names = {	
    	"van Aduard" "van Carnbee" "van Coehoorn"
    	"van der Oije" "van Giessenburg" "van Grovestins"
    	"van Schoonheten" "van Steenwijk" "van Welderen"
    	"van Zoelen" Agterberg Bailly Beekmann Bernard
    	Brenninkmeyer Conring Cordewiender Cubes "de Arthuysen" 
    	"de Geer" "de Groot" Edelkoort Elsendoorn Geitenbeek
    	Gildemeester Hartog Kuijper Laan "van Pelt" Leicher
    	Ligteringe Makkink Osti Pylsweert Rekkae Rijke
    	"van Selmont" "van Amerongen"
    }
    
    ship_names = {
    	"Alberik I" Amersfoort
    	"De dom van Utrecht" Duifje
    	Muiden
    	"Sticht van Utrecht"
    	Utrecht
    	Wachter "Wapen van Amersfoort" "Wapen van Utrecht" "Wijk bij Duurstede" Willibrord 
    }
    
    army_names = {
    	"Leger van $PROVINCE$"  }
    
    fleet_names = {  "Vloot van $PROVINCE$" 
    	 }
    I can translate those countries listed to match your format but I think the DW modular format might make it easier for new countries to be just dropped in. And you could still have a countries.txt to dictate the number of starting provinces. I'm not entirely sure how to migrate to the new format, I've modded new countries in before but it seems like there's two systems and I'm not entirely sure how they could be merged appropriately. Ideally the format would be one that's easiest to modify but best suited to new maps. (And looking further ahead, suited to fit real map parts)

    So I also spent some time trying to render another large map so that I could show you the error I get when I try to load large maps. Unfortunately a full size 5616x2160 map won't generate provinces anymore. It just times out. I tried loading provinces on the Earthmap and it immediately crashed. Also, rendering rivers on my Earth map took about 50 minutes. (I tried doing this with scale factor 1 and then again at 3, same problem) Then I made a random map at full size with scale factor3 and that timed out and crashed on making provinces too. Have you tried or encountered similar?
    Last edited by iontom; 07-03-2012 at 06:54.

  9. #369
    Major nom's Avatar
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    Quote Originally Posted by Supeerme View Post
    I have just downloaded beta6 and started to use a huge map of Europe with loads of rivers. I am going to post the process.
    01:40AM
    So far it have loaded the base map. I am now waiting for it to add the provinces in.

    01:46AM
    Crashed while adding provinces.
    01:50AM
    Loaded map and tried again,but with slider for province frequncy at the far left.
    01:58AM
    Crashed again.

    02:06AM
    Last Try, this time with province on the far right.
    02:24AM
    SUCCESS! PROVINCE CREATED! (around 23,886)
    COUNTRIES CREATED!
    CULTURE CREATED!
    CONTUNETS CREATED!
    TRRAIN!

    MAP COMPLETED!
    Exporting keeps crashing though. It cna do some of it but crashes soon after.
    Is it possible to make a blank map of sorts? like no Countires or a single Culture only? I want to use a British Isles map.
    How big is huge here? Its a bit strange that it works with high province density but crashes with low. I haven't had any problem with province creation. Will look into it to see if I can find any obvious problems with province creation. I should warn you though that there is probably no way to get EU3 to work with 23000 provinces.

    You could always edit the data set and remove cultures and countries. For example, removing all continents except Europe and removing all culture groups in Europe except british will create a british world where only british countries are created.

  10. #370
    Major nom's Avatar
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    Quote Originally Posted by iontom View Post
    I pulled the list of countries from countries.txt and compared it against the Vanilla DW list using vlookup in Excel and made a list of countries which need to be added to match the DW group. I was curious about colonial countries and formable nations but I answered my own question:

    USA United_States american Manhattan 0




    But I also notice that the format you have setup for countries doesn't match the DW format. You have a list of countries and then each of those countries assets (Leader name, ship name, tech group, etc) is all contained in separate text files in separate folders.

    The DW setup has a countries folder with a txt file for each country and most of the countries information is summarized there.

    Example: Utrecht.txt

    I can translate those countries listed to match your format but I think the DW modular format might make it easier for new countries to be just dropped in. And you could still have a countries.txt to dictate the number of starting provinces. I'm not entirely sure how to migrate to the new format, I've modded new countries in before but it seems like there's two systems and I'm not entirely sure how they could be merged appropriately. Ideally the format would be one that's easiest to modify but best suited to new maps. (And looking further ahead, suited to fit real map parts)

    So I also spent some time trying to render another large map so that I could show you the error I get when I try to load large maps. Unfortunately a full size 5616x2160 map won't generate provinces anymore. It just times out. I tried loading provinces on the Earthmap and it immediately crashed. Also, rendering rivers on my Earth map took about 50 minutes. (I tried doing this with scale factor 1 and then again at 3, same problem) Then I made a random map at full size with scale factor3 and that timed out and crashed on making provinces too. Have you tried or encountered similar?
    Something appears to be wrong with creating provinces. It's a bit strange since I didn't really change it in the latest beta. I have to look into this.

    I only use the countries that are already in the game. That means, if I don't supply the country definitions and flags the game will just use the standard definitions. However, if I start including countries that are not in the regular game, either from other mods or randomly generated, then I need to supply the file that you posted as well as a flag. The countries.txt file included with the data sets are only used internally by the generator. It is not exported in any way.

  11. #371
    It was around 4000+X3000+ Pixels large.

    I don't know if I shoud just delte the data itself or just put a hash in front of it.
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  12. #372
    Major nom's Avatar
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    Quote Originally Posted by Supeerme View Post
    It was around 4000+X3000+ Pixels large.

    I don't know if I shoud just delte the data itself or just put a hash in front of it.
    Both methods should work.

  13. #373
    Putting a hash just breaks the program. I removed the data and it worked!
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  14. #374
    Major nom's Avatar
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    Quote Originally Posted by Supeerme View Post
    Putting a hash just breaks the program. I removed the data and it worked!
    Ok, I haven't used the commenting system in a long while. Probably have to check it.

    By the way, 4000x3000, was that the actual size of the maps or the scaled up values? The generator is used to 1872x720 internally. Increase that a lot and things will start to slow down and memory requirements will increase a lot as well.

  15. #375
    That was the actual size.

    I got the British Isles map all set up. Now I just need to add some nations and hey presto!

    The game keeps crashing after I added some nations on the map. even though it worked when there wasn't any nations on.
    Last edited by Supeerme; 03-03-2012 at 12:39.
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  16. #376
    Lt. General Keanon's Avatar
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    Newest map

    It's 2160*2160 and after you fixed the rivers last update they've been running almost perfectly. (Except a 5160*5160 map, it didn't crash, just didn't make a single river after hours o_O)

    The map went through all the processes with ease, quickly and nicely, but I can't export it. I haven't tested import of province and continents yet, since I wanted to have a good map I'm happy with before spending hours making the provinces and continents look amazing.

    Edit: Of course definition is set to 1, since that is the final size of the map I want.
    Last edited by Keanon; 03-03-2012 at 17:43.
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  17. #377
    Major nom's Avatar
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    I hope things are at least slowly getting better. Here is Beta 7.

    Changes since the last beta:

    Fixed a bug with exporting provinces without scaling.

    Fixed a bug with positions likely to have been the cause of many problems to get the game to work.

    Did some minor optimizations.

    Added some error messages.

    Tweaked the province script a little.


    To do:

    Fix real map parts, and update the associated data sets to work with the latest version.

    Improve ocean creation.

    Improve the minimap.

    Add a better system for including files.

    Add manual coloring of the map.

    Fix a few minor known bugs.


    Jobs for volunteers:

    Test the new maps. Find out how to make them stable to play in DW.

    Go through the events, missions etc. of DW to find which are compatible with the generator.

    Write trade goods events compatible with the generator to allow the use of unknown trade goods.

    Update the data sets with real map parts to work with the new maps. An old description of how to do this can be found here.

    Update the vanilla data set, for example with new countries added in expansions.

    Tweak the province creation scripts for better shaped provinces.

    Tweak the map scripts for better shaped maps (warning, very hard)


    If you are interested in doing any of these tasks, let me know and I'll give you some more detailed instructions.
    Last edited by nom; 03-03-2012 at 21:04.

  18. #378
    Lt. General Keanon's Avatar
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    So far, no problems. However, I would suggest for you to make the water green in the Colormap, it becomes awefully ugly at the borders otherwise.

    And the Colormap_water should be a tad lighter too, imo.

    But that's a personal opinion, the blue appearing on the Land Edges isn't a personal opinion. ^^

    Apart from that I can't think of an issue with my first runs of this version!
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  19. #379
    Major nom's Avatar
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    Quote Originally Posted by Keanon View Post
    So far, no problems. However, I would suggest for you to make the water green in the Colormap, it becomes awefully ugly at the borders otherwise.

    And the Colormap_water should be a tad lighter too, imo.

    But that's a personal opinion, the blue appearing on the Land Edges isn't a personal opinion. ^^

    Apart from that I can't think of an issue with my first runs of this version!
    Thank god, maybe I've finally managed to get rid of most of the bugs.

    I don't change colormap_water, so if you want it brighter you can just replace it in 1453 Vanilla\others\map\terrain with a brighter one.

    The colormap is moddable. You can change the colors in 1453 Vanilla\colormap\gradient.csv. The first column is height, where -1 is the deepest oceans, 0 is the sealevel and 1 is the highest mountains. The other three are rgb values. The generator interpolates the colors between the heights you specify.

  20. #380
    First Lieutenant Saphe's Avatar
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    Hey, I'm a noob at this program and I've been trying to import my hand drawn map.

    I began with changing the image size of my map to 5616 x 2160. I managed to import it, but the program immediately crashed when I pressed create provinces.

    I then changed the size of my base map I was trying to import too 1695 x 652. (I know this is probably wrong, as the generator told me it wasn't dividable by 8).

    This time it actually worked and I'm not sure what I did wrong at the 5616 x 2160 res version. The generator says that the map size is 5085 x 1956 (it's actually 1695 x 652). So I'm kinda confused.

    With my first map, the generator said that the width was somewhere around 16000. When it really was 5616, did I do something wrong when I imported the first one?

    Also, when I'm trying to start my map it freezes at "Creating quad textures 1".
    Last edited by Saphe; 05-03-2012 at 01:21.

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