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jursamaj

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It's certain that the colors in terrain.txt can't correspond to the colors in terrain.bmp. In the bottom of terrain.txt, there are 2 entries for plains (color indexes 0 and 2), 5 for mountains (4,7,9,10,11), and 3 for coastal desert (13, 14, 15). But in the top, only 1 actual color is defined for each terrain type. Additionally, some terrain types in the top of the file (pti, inland ocean, woods, impassable mountains, marsh) don't appear in the color index list at all. So correspondence is literally impossible. The colors in the terrain definitions are probably a left-over from older games, not actually used anymore, or at least not used for this purpose.
 

enoofu

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They do correspond at least the 2nd series of colors to terrain.bmp colortable

"
text_0 = { type = plains color = { 0 } priority = 0 }
text_1 = { type = farmlands color = { 1 } priority = 1 }
text_2 = { type = plains color = { 2 } priority = 2 }
text_3 = { type = desert color = { 3 } priority = 3 }

text_4 = { type = mountain color = { 4 } priority = 4 }
text_5 = { type = steppe color = { 5 } priority = 5 }
text_6 = { type = arctic color = { 6 } priority = 6 }
text_7 = { type = mountain color = { 7 } priority = 7 }

text_8 = { type = hills color = { 8 } priority = 8 }
text_9 = { type = mountain color = { 9 } priority = 9 }
text_10 = { type = mountain color = { 10 } priority = 10 }
text_11 = { type = mountain color = { 11 } priority = 11 }

text_12 = { type = jungle color = { 12 } priority = 12 }
text_13 = { type = coastal_desert color = { 13 } priority = 13 }
text_14 = { type = coastal_desert color = { 14 } priority = 14 }
text_15 = { type = coastal_desert color = { 15 } priority = 15 }

# Need to be here to identify forest
text_16 = { type = forest color = { 16 } priority = 16 }
"
color = { 0 } = 1st texture and 1st colortable color
color = { 1 } =2nd texture and 2nd colortable color
 

jursamaj

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Perhaps you and ngppgn & I have been talking past each other. Those are the color indexes, and yes, 'color 0' refers to index 0 in terrain.bmp. However, 'plains' is color { 241 221 184 } in terrain.txt, while index 0 in terrain.bmp is { 86 124 27 }. They don't match: The colors (not color indexes) in terrain.text and the colors of the indexes in terrain.bmp don't matter.
 
Last edited:

JonStryker

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If it is not there the vanilla one will be used. Easiest fix is to use the contour of your coastline and paint all in grassy-green (copy pieces of green from vanilla / other mods). Then make a water colormap with a blue gradient light->dark (or dark->light->dark)
 

FelixLegions

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Thanks! Got it working nicely. One problem that I am facing now is that I can't seem to get a character control over a province, in fact when I go into the game the land provinces are just black with no name. I imagine the fault is with me but I can't find the problem.
 

Sute]{h

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I can't get this working with my map. The game crashes need the end of the loading sequence.

Content of error.log
[instanttextboxtype.cpp:92]: Not used, use maxWidth and maxHeight file: launcher/interface/main.gui line: 87
[instanttextboxtype.cpp:92]: Not used, use maxWidth and maxHeight file: launcher/interface/main.gui line: 104
[technology.cpp:718]: Missing Tech seed values:
[technology.cpp:755]: None.

Content of graphics.log
[provincetemplate.cpp:259]: Province 0 has invalid origin

I'm using my own map. The following might be blame:
  • My provinces isn't surrounded by oceans.
  • I have islands with no connections to other provinces (since the ocean province isn't there yet)
  • I have provinces with cultures and religions that havn't been added yet.
If anyone can point me in the right direction I would be much grateful.
 

Sute]{h

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The contents of my only file in the technology folder looks like this:
#THE REALM
technology = {
titles = {
d_jade_coast
d_ahbrem_valley
d_arjuf
d_daoshin
d_dragonswrath
d_juche
d_lords_crossing
d_pauha_basin
d_plains_of_rusted_iron
d_shadowed_coast
d_silk_pearl_peninsula
d_storm_coast
d_sweet_radiance
d_white_coast
d_xianyu_coast
}
768 = {
military = 2.0
economy = 2.0
culture = 2.0
}
1600 = {
military = 5.0
economy = 5.0
culture = 5.0
}
}
 

Sute]{h

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I've tried doing all the steps over again but no luck. There are no entries in graphics.log this time around though, so something must have been fixed. Just not the error causing a CtD. The contents of error.log remains the same.

I noticed a small curiousity. It seem like the first time I run the mapfiller it stops half way. There are no error messages that I can see, but it says "pause". When I hit any key it quits. When I start is again it runs to conclusion with no error.
 

Sute]{h

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I've been looking on it all day now, without locating the issue. I've uploaded the mod to mediafire in case anyone would take a look at it: http://www.mediafire.com/view/9lc8glpmff352wa/Exalted

Perhaps someone can find out what it is I've done wrong. I be much grateful.
 

Deathlinger

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Is it possible to expand a map, say only 128 pixels? (So it's 4224x2176 instead of 4096x2048) I've been trying for about 5 hours now, it keep crashing at loading events if I change the province map and without it there are strange black seas where the lands used to be.
 

Deathlinger

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As I said I added 128 pixels and it crashes if I do the same to the province map or the rivers map, any ideas on why?
 

Sute]{h

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I got it working. Seems like I needed to connect the sea provinces on my map.

However now I have another issue. When I start the game the game over pop up appears instantly.