Inferis said:I'd better stop rambling now, as most of you don't understand what I'm talking about anyway.
Damn straight.
So when will you start working on shaping new provinces? It is, after all, what we are all waiting for...
Inferis said:I'd better stop rambling now, as most of you don't understand what I'm talking about anyway.
XieChengnuo said:The community will be forever in your debt!
Best watch out; he does too much and Paradox will put him on the payroll!XieChengnuo said:P.S. Yeah I know that we'll still have to keep the same number of provinces in total.
Also, is there any chance you could see if your program could be adapted to Paradox's other games, such as HoI? Victoria? CK? or possibly even HoI2?
The community will be forever in your debt!
I promise more.von Loch Ness said:I promise you unseen riches and virgins in Heaven![]()
Van Engel said:I promise more.![]()
XieChengnuo said:P.S. Yeah I know that we'll still have to keep the same number of provinces in total.
Also, is there any chance you could see if your program could be adapted to Paradox's other games, such as HoI? Victoria? CK? or possibly even HoI2?
The community will be forever in your debt!
WiSK said:x-1 or something?
WiSK said:Not possible just to use the quadtree to make smaller blocks? That was my plan anyway. Any good reason to shelve it?
WiSK said:Yes, but for the ones who do, we hang on your every word...![]()
Hive said:Damn straight.
So when will you start working on shaping new provinces? It is, after all, what we are all waiting for...![]()
Where's anyone gonna find a real virgin?|AXiN| said:Real riches and virgins?
Inferis said:One thing at a time, my friend.
Money would help too.Hive said:But that's too slow...
You need more arms.![]()
Yeah, that came out of the right mouth.Hive said:But that's too slow...![]()
I promise more than what he promises and you don't read my AAR anywayvon Loch Ness said:![]()
what's more than unseen riches and virgins?
go write your AAR kiddo,u cant beat me to this
Inferis said:Originally Posted by WiSK
Not possible just to use the quadtree to make smaller blocks? That was my plan anyway. Any good reason to shelve it?
I'm not sure what you mean...
But that's useless since the blocks are encoded the same way as on lightmap1.tbl. They just contain "smaller" provinces and there's a lot less of them.Summoner said:Combine 4 adjacent quadtrees into a single 64x64 tree, traverse the tree, combining each set of 4 single pixels into a 2x2 node, and then write it with the 64x64node a 32x32, the 32x32s as 16x16s, .....
why use the id.tbl at all? what's the use?Inferis said:Ein small update...
![]()
As you can see, I solved the border problem. You own fault, I was using a wrong offset somewhere when saving the file.![]()
Secondly, I have generated a new id.tbl from the lightmap data, and it fired up EU2 afterwards. Didn't seem to pose a problem, although I didn't play long.
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).
I'd better stop rambling now, as most of you don't understand what I'm talking about anyway.
Coder said:why use the id.tbl at all? what's the use?
you have all the ownership info in the lightmap files...
Yes. Besides, when rebuilding lightmap.tbl you don't really have all the information to use freely. So you build an id.tbl from lightmap.tbl and use that when regenerating.Hive said:I believe Inferis mentioned that it was written in a simpler way in id.tbl...