Let's say it's a friendly warning to everyone...Fireblade said:lol Havard, your sig.. is that what you PM to people right before you ban them?![]()
I was talking about the border problem southwest of the block you've highlighted. It shows up in the game when a different nation owns Macedonia and Bulgaria to the nation that owns Thrace.Inferis said:No, that's not it. Might be another problem,
This looks really fantastic, much easier than what I have which is a listbox filled with all of the quadleaves.Inferis said:but using my own programs block viewer (which displays the quadtree info quite nicely, see screenshot below)
Johan did mention that id.tbl is an artifact from the production process. I myself use it for hit testing, as the data is accurate enough for that. But it is filled with faults, not least that the border lines are empty. AFAIR, they are not 0s as you said above, but they are not even defined. Also, every 64 blocks horizontally and vertically there are undefined lines running straight across the whole map.Inferis said:I found out that the border values have id 0: terra incognita.
This is the fault of id.tbl, which has id 0 on the borders, and which is used in the tree coding algorithm. Those 0s should actually have the correct province ids.
Solution: generate my own id.tbl from the lightmap1.tbl data. Quite feasible, and still part of my original plan, but I hadn't done it yet because it takes some work. The same applies to the bordermap. I'd better do these first, then.![]()
Johan, is the id.tbl shipped with EU2 the version used for creating the lightmaps? Or shouldn't I be getting the info from that file?
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Yeah, it was quite a help in getting things right.WiSK said:This looks really fantastic, much easier than what I have which is a listbox filled with all of the quadleaves.
WiSK said:Johan did mention that id.tbl is an artifact from the production process. I myself use it for hit testing, as the data is accurate enough for that. But it is filled with faults, not least that the border lines are empty. AFAIR, they are not 0s as you said above, but they are not even defined. Also, every 64 blocks horizontally and vertically there are undefined lines running straight across the whole map.
WiSK said:If I were you, I'd regenerate the whole thing. Even though I still don't understand why you want to use it at all...![]()
I was also wondering about this. I did a test the other day, whereby I removed all references to descriptors which have the color bit set. Well not removed exactly, but replaced with the corresponding descriptor with no color bit set. Anyway, it worked fine in EU2. Borders looking exactly the same as they did before.Inferis said:does that mean I can safely ignore the value and make it always have a 0 or 1?
I don't see those. Perhaps you have another version?WiSK said:But it is filled with faults, not least that the border lines are empty. AFAIR, they are not 0s as you said above, but they are not even defined. Also, every 64 blocks horizontally and vertically there are undefined lines running straight across the whole map.
More likely is that I'm doing something wrongInferis said:I don't see those. Perhaps you have another version?![]()
Every 64 blocks you say: that's 64x32 = 2048. Quite coincidentally the size of the blocks in idgrid.tbl.WiSK said:More likely is that I'm doing something wrong![]()
Here is an example of the line running through Jutland and Skane.
I don't know why I said 'every 64 blocks' because it's not true. I had a closer look, and the lines seem to extend wherever there is a border starting from the left side of the map. So I'm more and more convinced I'm doing something wrong nowInferis said:Every 64 blocks you say: that's 64x32 = 2048. Quite coincidentally the size of the blocks in idgrid.tbl.
I'll check my algorithm for id.tbl decoding to see if I can find these... It's weird they don't show up for me...
That's enough for me!!!! Thank you, InfeGodris!!! Can't wait to change "Artois" into something better, and to get "Brabant" the Hell outta there!this will allow you hillbillies to edit the names on the provinces.
Oh well...can't have everything, but seeing the Jaron province, my hopes are higher than even I expected!Won't be possible to change province shapes.
Inferis, IIRC, those islands aren't coloured in in the game.Inferis said:I don't see those. Perhaps you have another version?![]()
Below some (resized) screenshots from a quick hack to my program that visualises ids.
Generated from the lightmap:
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From id.tbl:
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Differences (marked in red):
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Visuals:
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Note the difference at the top of Scotland: the islands are absent in the lightmap data, but they do show in id.tbl. This leads me to think that id.tbl isn't quite up to date as it should be. There are more examples, for example a small island near the Azores too.
I hope Johan can clear something up?![]()
tombom said:Those islands are coloured in blue by the game. I think there is something to do with id.tbl in the map rendering code.
Yeah, that's what I was meaning to say, that they aren't coloured as part of the province, but as part of the sea.Hive said:They are coloured in blue because they are a part of the sea zones surrounding them, and aren't counted as actual provinces.
At least that's my guess.
x-1 or something?Inferis said:As you can see, I solved the border problem. You own fault, I was using a wrong offset somewhere when saving the file.![]()
Not possible just to use the quadtree to make smaller blocks? That was my plan anyway. Any good reason to shelve it?Inferis said:Next step: do lightmap2.tbl and lightmap3.tbl. Is not a straightforward as it may seem. For example, for lightmap1.tbl I can just reference id.tbl, as it's on the same scale. For the zoomed versions, I need to properly scale down id.tbl too. I was thinking of using every other/every other 2 pixels, but that will yield inaccurate results. Thus some proper reduction is in order (ie selecting the most prominent ID for a stretch ID values).
Yes, but for the ones who do, we hang on your every word...Inferis said:I'd better stop rambling now, as most of you don't understand what I'm talking about anyway.