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Monkwarrior
02-26-2005, 06:24
I've been working in this guide about how to cut a small part of the original campaign map and to create a new campaign from it. I hope it will be useful.

Sections:
- General remarks (https://forums.totalwar.org/vb/showpost.php?p=838104&postcount=2)
- Cutting the maps (1) (https://forums.totalwar.org/vb/showpost.php?p=838105&postcount=3)
- Cutting the maps (2) (https://forums.totalwar.org/vb/showpost.php?p=838106&postcount=4)
- Enlarging the maps (https://forums.totalwar.org/vb/showpost.php?p=838107&postcount=5)
- Text files (https://forums.totalwar.org/vb/showpost.php?p=838108&postcount=6)
- Modification of descr_strat (https://forums.totalwar.org/vb/showpost.php?p=838114&postcount=7)

Myrdraal: please, correct all the mistakes you found in this guide. Thx :bow:

Monkwarrior
02-26-2005, 06:30
GENERAL REMARKS

Prepare the new folder
Data\world\maps\campaign\small_map

It must contain:
- text files: descr_disasters, descr_events, descr_mercenaries, descr_regions, descr_regions_and_settlement_name_lookup, descr_strat, descr_terrain, description, unlocked,
- tga files: disasters (255x156), leader_pic_factionname (as many as factions), map_factionname (as many as factions), map_climates (511x313), map_FE, map_features (255x156), map_ground_types (511x313), map_heights (511x313), map_regions (255x156), map_roughness (510x312), map_trade_routes (255x156), radar_map1 (255x156), radar_map2 (510x312), water_surface (256x256)

Copy in the new folder these files from Data\world\maps\campaign\imperial_campaign or Data\world\maps\base
It is not necessary to cut those files without indication of size for the campaign to work; only for good look.
The map_factionname files are only for the faction selection menu; in case there is not map for that faction the game uses map_FE

Tools: Adobe Photoshop and ImageReady 7.0 (if you have other programs you should find the same tools)
As general advices:
- Cut only in one direction each time.
- Save the successful cut in another folder (as many versions as you do)
- Cut all the maps at the same time
- Change also the txt files at the same time.

As an example we are going to make a map of the greek peninsula, with most of Minor Asia and Cyprus.

Monkwarrior
02-26-2005, 06:35
CUTTING THE MAPS

CHAPTER 1. CUTTING THE EAST

Process 1. Open map_regions with both Photoshop and ImageReady.
Take slice tool in the tool menu of Photoshop (Figure 1).
http://img216.exs.cx/img216/157/figure15zn.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure15zn.jpg)
Mark a slice (mouse click and drag from the upper left corner) of the total height (156 pixels) up to the east limit of your map.
Double click on the icon next the number 1 of the slice and we have the information of the slice: width 210 pixels (Figure 2), starting point (0,0).
http://img216.exs.cx/img216/8571/figure27po.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure27po.jpg)
In ImageReady we have the same division in two slices. Take the slice selection tool, click on the symbol of slice (Figure 3).
http://img216.exs.cx/img216/8525/figure35ed.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure35ed.jpg)
In the menu Select, option Create Selection from Slice.
In the menu Image, crop. The non-selected slice (number 2 in the example) is deleted and the map is now 210x156 size.
In Photoshop save the new map_regions as tga, 24 bits/pixel.

Process 2. Repeat the steps of process 1 with the files disasters, map_features, map_trade_routes and radar_map1.

Process 3. Repeat the steps of process 1 with map_roughness and radar_map2, but giving to the slice total height (312 pixels) and 420 pixels width.

Process 4. Repeat the steps of process 1 with map_climates, map_heights and map_ground_types, giving to the slice the total height (313 pixels) and 421 pixels width.

Process 5. Repeat the steps of process 1 with water_surface.
The slice size must be proportional to the cut in map_regions: width 256*210/255 = 210.
Once the new map has 210x256 size, it is necessary to resize it to 256x256.
In the menu Image of Photoshop, Image size (Figure 4).
http://img216.exs.cx/img216/5922/figure44as.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure44as.jpg)
Deselect the option constrain proportions. Set the new width (256) in pixels. Then in the resample image options select nearest neighbor (Figure 5). OK.
http://img216.exs.cx/img216/3653/figure54hz.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure54hz.jpg)
This is the method for resizing any tga map. The nearest neighbor option is necessary to keep the color palette.
Save as water_surface.tga.

Process 6. It is advisable to cut also one map_factionname at the same time.
These maps have 384x237 size. My advice is to cut one with the zone to be enlarged completely empty. For this zone I chose map_britons.
Repeat the steps of process 1, with the slice width proportional: 384*210/255 = 316.
With all these operations you have a full set of functional map files.

Monkwarrior
02-26-2005, 06:37
CUTTING THE MAPS (2)

CHAPTER 2. CUTTING THE NORTH

First of all, make a back-up of your small_map folder.

Process 1. Open map_regions with both Photoshop and ImageReady.
With the slice tool mark a slice (mouse click and drag from the bottom left corner) of the total width (210 pixels) up to the north limit of your map.
Double click on the icon next the number 1 of the slice and we have the information of the slice: height 90 pixels, starting point (0,66).
In ImageReady select the slice and Create Selection from Slice.
In the menu Image, crop. The map is now 210x90 size.
In Photoshop save the new map_regions as tga.

Process 2. Repeat the steps of process 1 with the files disasters, map_features, map_trade_routes and radar_map1.

Process 3. Repeat the steps of process 1 with map_roughness and radar_map2, but giving to the slice total width (420 pixels) and 180 pixels height, starting point (0,132).

Process 4. Repeat the steps of process 1 with map_climates, map_heights and map_ground_types, giving to the slice the total width (421 pixels) and 181 pixels height, starting point (0,132).

Process 5. Repeat the steps of process 1 with water_surface.
The slice size must be proportional to the cut in map_regions: height 256*90/156 = 148. Starting position (0,108), width 256, height 148.
Once the new map has 256x148 size, it is necessary to resize it to 256x256, with the nearest neighbor option.
Save as water_surface.tga.

Process 6. The map_britons has 316x237 size.
Repeat the steps of process 1, with the slice height proportional: 237*90/156 = 137. Starting position (0,100), width 316, height 137.


CHAPTER 3. CUTTING THE SOUTH

As every time, make a back-up of your small_map folder.
Now the operations are exactly the same as in Chapter 2, but the slice must be started in the upper left corner of the maps. That means that the starting point will be (0,0).
The dimensions of the slices for the different maps are collected below.

Files: map_regions, disasters, map_features, map_trade_routes and radar_map1.
Dimensions: 210x59.

Files: map_roughness and radar_map2.
Dimensions: 420x118.

Files: map_climates, map_heights and map_ground_types.
Dimensions: 421x119.

File: water_surface.
Dimensions of the slice: 256x170.
Resize to 256x256.

File: map_britons.
Dimensions: 316x90.

CHAPTER 4. CUTTING THE WEST

I will repeat again, make a back-up of your small_map folder.
Now the operations are exactly the same as in Chapter 1, but we will always select slice number 2.
The dimensions and starting points of the slices number 2 for the different maps are collected below.

Files: map_regions, disasters, map_features, map_trade_routes and radar_map1.
Starting point: (110,0)
Dimensions: 100x59.
The results can be seen in Figure 6.
http://img216.exs.cx/img216/9269/figure64wp.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure64wp.jpg)
The map_regions map has some portions of eliminated regions (see Figure 6) that must be erased to prevent the existence of non-coded zones.
The easiest way: eyedropper tool (Figure 7), click on the color of the neighbor region, pencil tool (Figure 7) and painting those parts as corresponding to that region.
http://img216.exs.cx/img216/64/figure74yd.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure74yd.jpg)
The result is shown in Figure 7. It remains also one region without settlement (upper left corner). We put a single black pixel indicated by the red spot in Figure 7.

Files: map_roughness and radar_map2.
Starting point: (220,0)
Dimensions: 200x118.

Files: map_climates, map_heights and map_ground_types.
Starting point: (220,0)
Dimensions: 201x119.

File: water_surface.
Starting point: (134,0)
Dimensions of the slice: 122x256.
Resize to 256x256.

File: map_britons.
Starting point: (166,0)
Dimensions: 150x90.

At this point we should have a fully functional set of maps. The only issue is that this map has the same size of the original small part of the global map.
We can enlarge the map in order to have room for more provinces and factions.

Monkwarrior
02-26-2005, 06:43
ENLARGING THE MAPS

It is logical that a provincial map is designed to have more details than the original one.
Thus it will be important to enlarge it. My advice is to enlarge up to the original size at most, either in width or in height.

Process 1. Open map_regions with both Photoshop.
In the menu Image, choose Image Size. Click option Constrain Proportions (see Figure 4 (https://forums.totalwar.org/vb/showpost.php?p=704967&postcount=3)) and nearest neighbor.
Put width 255 and height will change automatically to 150. These dimensions are equal or lower than those of the original map.
The pixels representing settlements and ports are now converted into rectangles of several pixels. It is necessary to reduce them to only one pixel.
Use eyedropper and pencil tools to paint the excess of pixels with the color of the region.

Process 2. Resize map_features and map_trade_routes in the same way. The final maps present rivers and trade routes as 2-3 pixels thick lines. With eyedropper select the black color of the background and with the pencil tool paint (eliminate) the thickness of those lines, taking into account the connectivity between the pixels.

Process 3. Resize disasters and radar_map1 in the same way.
The final result will be this:
http://img51.exs.cx/img51/1112/figure97po.th.jpg (http://img51.exs.cx/my.php?loc=img51&image=figure97po.jpg)

Process 4. Resize map_roughness and radar_map2. In this case the constrain image option leads to a map size of 510x301. Thus, deselect the constrain image option and change it to the correct size 510x300.

Process 5. Resize map_heights, map_ground_types and map_climates to 511x301 (without constrain image option).

Process 6. Resize map_britons to 372 pixels width. Copy, paste and rename it as many times as playable factions are intended to be included in the mod.
In this case, as an example, I put map_seleucid, map_illyria (greek_cities), map_macedon and map_thrace.

Monkwarrior
04-08-2005, 01:58
TEXT FILES

It's time to decide the name of our new campaign. As I have the game in Spanish I will put the name in that language: Grecia (Greece).

We will edit the following files in the folder of our new campaign (Data\world\maps\campaign\Grecia):
- descr_disasters
- descr_events
- descr_mercenaries
- descr_regions
- descr_regions_and_settlement_names_lookup
- descr_strat
- descr_terrain
- description

We will edit or create other files in different folders:
- lookup_campaign_descriptions (in Data)
- campaign_descriptions (in Data\text)
- Grecia_regions_and_settlement_names (to be created in Data\text)

As we all are expert modders ~D , we will try to edit the text files with this rather complex map_regions.

STEPS

1) descr_terrain: it is easy but very important. It is necessary to put the correct dimensions of map_regions at the beginning of the file:

dimensions
{
width 255
height 150
}

2) descr_regions: if I aren't wrong, the map has 28 regions, with the original colors. Thus we must look for the correct names of the regions and delete all the other regions from the file.

3) descr_regions_and_settlement_names_lookup: the same in this file, taking into account that here both the regions and settlement must appear. This is the result:

Illyria
Thrace
Dalmatia
Pontus
Paionia
Macedonia
Propontis
Bithynia
Galatia
Cappadocia
Epirus
Apulia
Phrygia
Cilicia
Thessalia
Ionia
Syria
Aetolia
Attica
Peloponnesus
Lycia
Cyprus
Phoenicia
Laconia
Coele_Syria
Rhodos
Crete
Judaea
Segestica
Tylis
Salona
Sinope
Bylazora
Thessalonica
Byzantium
Nicomedia
Ancyra
Mazaka
Apollonia
Tarentum
Pergamum
Tarsus
Larissa
Sardis
Antioch
Thermon
Athens
Corinth
Halicarnasus
Salamis
Sidon
Sparta
Damascus
Rhodes
Kydonia
Jerusalem

4) Grecia_regions_and_settlement_names: we must create this file in Data\text by copying the similar imperial_campaign_regions_and_settlement_names. In this file we must have the same names as in descr_regions_and_settlement_names_lookup

5) descr_events: just to simplify we will delete all the events associated to a position in the map. They can be added afterwards if necessary.

6) descr_mercenaries: again it is necessary to delete all the regions that are not present in our map. This is the result:

pool Armenia
regions Pontus Cappadocia
unit merc sarmatian cavalry, exp 0 cost 1200 replenish 0.08 - 0.15 max 1 initial 0
unit merc horse archers, exp 0 cost 800 replenish 0.1 - 0.18 max ` initial 0
unit merc eastern infantry, exp 0 cost 650 replenish 0.15 - 0.25 max 3 initial 1

pool Illyria
regions Illyria Dalmatia
unit merc illyrian, exp 1 cost 650 replenish 0.125 - 0.37 max 3 initial 1

pool Thrace
regions Thrace Propontis Bithynia
unit merc peltast, exp 1 cost 550 replenish 0.125 - 0.25 max 1 initial 0
unit merc thracian, exp 1 cost 800 replenish 0.125 - 0.25 max 3 initial 1
unit merc bastarnae, exp 0 cost 1700 replenish 0.05 - 0.08 max 1 initial 0
unit merc greek hoplites, exp 0 cost 850 replenish 0.03 - 0.07 max 1 initial 0

pool Northern_Greece
regions Paionia Macedonia Thessalia
unit merc peltast, exp 0 cost 600 replenish 0.05 - 0.08 max 1 initial 0
unit merc illyrian, exp 0 cost 650 replenish 0.05 - 0.08 max 1 initial 0
unit merc thracian, exp 0 cost 800 replenish 0.05 - 0.08 max 1 initial 1
unit merc greek hoplites, exp 0 cost 850 replenish 0.05 - 0.08 max 1 initial 0

pool Galatia
regions Galatia
unit merc barbarian infantry, exp 2 cost 800 replenish 0.1 - 0.15 max 2 initial 1
unit merc barbarian cavalry, exp 0 cost 800 replenish 0.05 - 0.08 max 1 initial 0

pool Greece
regions Epirus Aetolia Attica Peloponnesus
unit merc peltast, exp 1 cost 600 replenish 0.1 - 0.15 max 2 initial 1
unit merc cretan archers, exp 0 cost 750 replenish 0.05 - 0.08 max 1 initial 0
unit merc greek hoplites, exp 1 cost 850 replenish 0.1 - 0.15 max 2 initial 1

pool Southern_Italy
regions Apulia
unit merc samnite, exp 1 cost 750 replenish 0.1 - 0.15 max 2 initial 1
unit merc greek hoplites, exp 0 cost 850 replenish 0.05 - 0.08 max 1 initial 0

pool Syria
regions Syria Coele_Syria Phoenicia Judaea
unit merc peltast, exp 0 cost 600 replenish 0.05 - 0.08 max 1 initial 0
unit merc eastern infantry, exp 0 cost 650 replenish 0.125 - 0.25 max 3 initial 1
unit merc arab cavalry, exp 0 cost 750 replenish 0.05 - 0.08 max 1 initial 0
unit merc bedouin, exp 0 cost 700 replenish 0.05 - 0.08 max 1 initial 1
unit merc bedouin archers, exp 0 cost 750 replenish 0.05 - 0.08 max 1 initial 0
unit merc elephants, exp 0 cost 4000 replenish 0.005 - 0.015 max 1 initial 0

pool Cilicia
regions Cilicia Cyprus
unit merc cilician pirate, exp 0 cost 620 replenish 0.05 - 0.08 max 1 initial 1

pool Sparta
regions Laconia
unit merc peltast, exp 0 cost 600 replenish 0.1 - 0.15 max 1 initial 0
unit merc greek hoplites, exp 3 cost 950 replenish 0.02 - 0.03 max 1 initial 0

pool Aegean
regions Rhodos Crete Lycia Phrygia Ionia
unit merc peltast, exp 0 cost 600 replenish 0.06 - 0.125 max 2 initial 1
unit merc thracian, exp 0 cost 800 replenish 0.05 - 0.1 max 1 initial 0
unit merc rhodian slingers, exp 1 cost 750 replenish 0.06 - 0.125 max 2 initial 1
unit merc cretan archers, exp 1 cost 750 replenish 0.07 - 0.15 max 2 initial 1
unit merc greek hoplites, exp 0 cost 850 replenish 0.08 - 0.15 max 2 initial 1



7) lookup_campaign_descriptions: this file is in Data root directory. It is just to indicate the campaigns that will appear in the menu. Put these two lines at the end:

GRECIA_TITLE
GRECIA_DESCR


8) campaign_descriptions: now you must "translate" the campaign to make it appear in the menu. At the end of the file you must write the following:

{GRECIA_TITLE}Campaña en Grecia
{GRECIA_DESCR}The description doesn't appear in the menu.

{GRECIA_MACEDON_TITLE}Macedonia
{GRECIA_MACEDON_DESCR}Insert here the faction description.

The two last lines must be repeated for all the playable factions in the campaign. I select six: Macedon, Egypt, Pontus, Seleucid, Greek cities and Thrace.
This is the way this file appears in the user interface:
http://img241.echo.cx/img241/9900/factionselection2pa.th.jpg (http://img241.echo.cx/my.php?image=factionselection2pa.jpg)
You can see the title (Campaña en Grecia = Campaign in Greece) and the position where the faction description will appear.
We have copied and renamed the cut of map_britons as many times as factions we have: map_illyria, map_macedon, map_seleucid, map_thrace, map_egypt and map_pontus.
The arrow shows how those maps have to be modified to show the starting position of each faction.

The next chapter will deal with the modification of the most difficult and important file: descr_strat.

Monkwarrior
04-23-2005, 06:47
THE MODIFICATION OF descr_strat

This is probably the most difficult file, as it contains a lot of information. We are going to modify it to keep all the information about families, but to simplify at maximum all the other information.

a) Selection of factions: at the beginning of the file we must select the playable factions just below the name of the campaig. This is the result:

campaign Grecia
playable
egypt
seleucid
greek_cities
macedon
pontus
thrace
end
unlockable
end
nonplayable
romans_senate
slave
end


start_date -270 summer
end_date 14 summer


win_conditions
end_win_conditions
The victory conditions do not seem to be used.

b) landmarks and resources: in an initial step we eliminate all those data just to keep the file as simply as possible.

c) Disappeared factions:
After that it is necessary to remove completely all the information about the disappeared factions: spain, gauls, germans, britons, scythia, dacia, armenia, parthia, numidia, carthage, romans_julii, romans_scipii and romans_brutii. The only exception is the brutii, as Apulia region remains in the new map, so we keep the information about this region.

d) romans_senate: this faction is in the map only to make it run. So we will reduce to the maximum and it will disappear just at the beginning of the campaign. It is necessary to eliminate its region and all the family of the leader. This leader will have only its bodyguards unit.
This is the result:

faction romans_senate, comfortable napoleon
denari 5000

character Decius Maxentius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 60, , x 95, y 71
traits GoodCommander 1, PoliticsSkill 2, GoodAdministrator 2, Austere 1
ancillaries doctor
army
unit roman generals guard cavalry early exp 0 armour 0 weapon_lvl 0


e) Disappeared regions: in the remaining factions (including the slave) it is necessary to leave only the regions that are present in the map. The final result must be:
Macedon: Macedonia, Paionia, Thessalia and Peloponnesus
Egypt: Cyprus, Judaea and Phoenicia
Seleucid: Syria, Coele_Syria, Cilicia and Ionia
Pontus: Pontus and Cappadocia
Greek cities: Laconia, Rhodos, Prhygia and Aetolia
Thrace: Thrace
Slave: Illyria, Propontis, Attica, Lycia, Epirus, Crete, Bithynia, Dalmatia, Galatia and Apulia. For Apulia we move the whole settlement below the slave faction. As this region is not important, we can even reduce the population and the number of buildings in this way:

faction slave, balanced smith
denari 10000
settlement
{
level town
region Apulia

year_founded 0
population 1500
settlement_tax 51
plan_set default_set
faction_creator romans_julii
building
{
type core_building governors_house
}

}


f) Correction of map_regions: this is the moment to generate the final map_regions.tga file by correcting our initial map. We try to play our campaign, we get the screen of faction selection as shown in a post above and when we try to start the campaign the game returns to the campaign selection menu. If you are running the game with the -show_err option you will get a message about the incorrect position of the leader of romans_senate, as it is the first position indicated in descr_strat.
But the most important thing is that a file named corrected_regions.tga is created in the Rome - Total War root directory. We open this file and our map_regions.tga file at the same time in Photoshop and we compare them:
http://img241.echo.cx/img241/1282/corrections17pl.th.jpg (http://img241.echo.cx/my.php?image=corrections17pl.jpg)http://img241.echo.cx/img241/3765/corrections22zv.th.jpg (http://img241.echo.cx/my.php?image=corrections22zv.jpg)
The coast is much better in corrected_regions, more detailed and, probably, fitting better with the other maps. But you can see (marked in red) that some ports (white pixels) have disappeared and other are far from the coast. Thus we paint them in the correct position, taking care of painting the incorrect ones with the color of the region.
We rename the corrected file as map_regions and move it to the folder of the campaign, substituting the original map.

g) Setting the positions to the characters:
With this final map_regions file, we must notate the position of all the settlement, to put the armies in them. How to do? Open map_regions in Photoshop and open Window>Info (marked in red in the menu of the figure below).
http://img242.echo.cx/img242/9476/navigator2vd.th.jpg (http://img242.echo.cx/my.php?image=navigator2vd.jpg)
If we pass any tool (I prefer eyedropper just to prevent any accident ~D )by the map the position will be shown in the info window. We are looking for the position of Sparta, settlement in Laconia (shown by a red arrow). From Info we see that the position is x 72, y 110. However, Photoshop considers zero height the upper part of the document, whereas the game considers zero height the bottom part. As our map is 150 pixels height, and the first pixel is y 0, we must calculate the correct position as 149-y. For Sparta this position will be x 72, y 39 (149-110=39). This must be done for all the settlements in the map.
As we want romans_senate to disappear, we will put its army out of any settlement, in a point of Apulia. From Photoshop the point will be x 12, y 62. In game we must use x 12, y 87. Compare the new entry with the original one above.

faction romans_senate, comfortable napoleon
denari 5000

character Decius Maxentius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 60, , x 12, y 87
traits GoodCommander 1, PoliticsSkill 2, GoodAdministrator 2, Austere 1
ancillaries doctor
army
unit roman generals guard cavalry early exp 0 armour 0 weapon_lvl 0


Now if we try again the campaign we get the same return to the campaign selection menu, but the error message refers to a macedon character, which means that the position of Decius Maxentius is correct.

We leave in descr_strat only the named characters (we eliminate the non-named generals), spies, diplomats and admirals. We put the coordinates for the settlements as the positions for the armies and extra points in the correct regions for the other characters.
In theory this modified descr_strat would work, but if we try the campaign we get again the return to the campaign selection menu. -show_err tells us that one position is invalid, in my case the position of Kiya (egypt) was x 231, y 32, that means x 231, y 117 in Photoshop.

h) Correction of errors: this type of error comes from the ground type where the character is placed. Look at the figure below:
http://img257.echo.cx/img257/7549/problemaposicion2ns.th.jpg (http://img257.echo.cx/my.php?image=problemaposicion2ns.jpg)
The corresponding position in map_ground_types will be around double, x 462, y 234. If we look at that position we see that there are mountains there. We must look for a "green" point near there, marked with a red x in the figure. The coordinates are x 456, y 234, corresponding to x 228, y 117 in map_regions and x 228, y 32 in descr_strat. If we put these values for the position of Kiya -show_err declares a new error, but now Kiya is in a valid position.
It is necessary to solve these problems one by one.

Monkwarrior
04-23-2005, 09:45
I had to solve 5 more errors:
- Positions of 2 thracian armies (in descr_strat)
- Positions of 2 settlements (Crete and Illyria, in map_regions) and the corresponding rebel armies (in descr_strat)
- Th illyrian port (in map_regions) because I forgot to paint one pixel with the region color.

After solving all these errors, the campaign starts and here you can see some screenshots:
http://img258.echo.cx/img258/9358/screen28cj.th.jpg (http://img258.echo.cx/my.php?image=screen28cj.jpg)
This is the first event, the elimination of romas_senate as a faction.
http://img258.echo.cx/img258/6712/screen34ny.th.jpg (http://img258.echo.cx/my.php?image=screen34ny.jpg)
The movement radius of a macedon army.
http://img258.echo.cx/img258/6736/screen42ht.th.jpg (http://img258.echo.cx/my.php?image=screen42ht.jpg)
The strange effect in HOLY LAND ~D )
http://img258.echo.cx/img258/727/screen56ls.th.jpg (http://img258.echo.cx/my.php?image=screen56ls.jpg)
An image of Rhodes.
http://img258.echo.cx/img258/4663/screen64dw.th.jpg (http://img258.echo.cx/my.php?image=screen64dw.jpg)
The snow in the mountains of Epirus after the first turn.
http://img258.echo.cx/img258/6885/screen79xf.th.jpg (http://img258.echo.cx/my.php?image=screen79xf.jpg)
The egyptians attack the seleucid empire.
http://img258.echo.cx/img258/6328/screen81sl.th.jpg (http://img258.echo.cx/my.php?image=screen81sl.jpg)
Some turns later the campaign still works.

From this set of working maps, it is possible to improve the campaign:

- Addition of new regions (I think there is a tutorial somewhere)
- Addition of landmarks (wonders) and resources in descr_strat. I recommend copy that part from the original descr_strat and modify the coordinates.
- Addition of new factions (modified or not). In that case it is advisable to use also the original descr_strat to copy and paste the family trees of the new factions, just to be sure the names and the units in the armies are correct.

I hope this tutorial will be useful.
If not I :hide:

SirNateofWessex
10-18-2005, 04:04
Thank you, I have created a quick map using this guide:

https://img383.imageshack.us/img383/3888/bicampaign20wy.jpg (https://imageshack.us)

I will post a tutorial later, but you mainly follow this tutorial and you omit the senate references and stuff. My only problems were port locations by doing this applying the default RTW BI map.

IrishArmenian
05-26-2006, 05:00
Your links at the top seem to be invalid.

IrishArmenian
05-26-2006, 05:05
Also, what if we want to use a faction that does not have a map_FACTIONNAME.tga file? I am using, you guessed it, Armenia, and would like to know how to incorporate said faction.

The_Rat
06-22-2006, 22:48
are u supoosed to modify this part of descr strat?


; >>>> start of resources section <<<<

resource iron, 83, 128
resource wine, 53, 63
resource marble, 56, 63
resource timber, 201, 39
resource glass, 199, 37
resource gold, 45, 135
resource gold, 20, 84
resource gold, 140, 64
resource grain, 103, 44
resource grain, 84, 41
resource lead, 52, 143
resource lead, 52, 139
resource amber, 96, 137
resource amber, 98, 138
resource amber, 93, 136
resource timber, 86, 145
resource timber, 124, 140
resource camels, 246, 140
resource silver, 216, 108
resource lead, 45, 133
resource lead, 44, 137
resource amber, 113, 136
resource silver, 107, 132
resource iron, 105, 133
resource iron, 105, 134
resource iron, 49, 129
resource iron, 50, 130
resource iron, 83, 127
resource iron, 108, 124
resource iron, 107, 125
resource textiles, 69, 122
resource textiles, 56, 129
resource pottery, 66, 123
resource grain, 190, 115
resource hides, 84, 113
resource timber, 41, 110
resource glass, 46, 111
resource iron, 110, 111
resource iron, 109, 110
resource iron, 173, 113
resource iron, 171, 111
resource iron, 54, 104
resource iron, 53, 103
resource lead, 54, 99
resource lead, 54, 98
resource gold, 136, 98
resource iron, 142, 98
resource iron, 141, 99
resource timber, 160, 99
resource grain, 174, 101
resource wine, 47, 91
resource wine, 45, 89
resource pottery, 65, 89
resource iron, 54, 90
resource iron, 55, 90
resource gold, 214, 92
resource glass, 96, 91
resource textiles, 91, 90
resource textiles, 49, 85
resource wine, 65, 86
resource wine, 55, 82
resource wine, 57, 83
resource silver, 59, 85
resource iron, 112, 85
resource wine, 106, 89
resource wine, 107, 88
resource wine, 108, 89
resource gold, 148, 79
resource iron, 16, 89
resource iron, 18, 89
resource tin, 23, 87
resource timber, 24, 82
resource gold, 117, 77
resource olive_oil, 121, 73
resource olive_oil, 123, 73
resource iron, 223, 81
resource iron, 225, 82
resource wine, 220, 86
resource wine, 221, 88
resource pottery, 86, 83
resource timber, 78, 84
resource timber, 197, 81
resource iron, 188, 74
resource iron, 189, 75
resource silver, 201, 79
resource iron, 31, 74
resource iron, 32, 74
resource lead, 30, 80
resource lead, 31, 81
resource iron, 90, 77
resource iron, 91, 76
resource marble, 91, 82
resource silver, 47, 77
resource marble, 50, 72
resource wine, 44, 79
resource wine, 40, 81
resource pottery, 99, 79
resource iron, 240, 67
resource iron, 240, 64
resource elephants, 253, 75
resource camels, 250, 68
resource timber, 140, 66
resource timber, 155, 70
resource wine, 163, 69
resource wine, 166, 70
resource textiles, 171, 64
resource lead, 196, 68
resource silver, 38, 68
resource pottery, 40, 65
resource copper, 108, 67
resource copper, 108, 66
resource timber, 115, 65
resource camels, 217, 58
resource elephants, 216, 62
resource textiles, 218, 60
resource wine, 18, 54
resource wine, 19, 57
resource olive_oil, 16, 58
resource olive_oil, 12, 54
resource gold, 16, 54
resource timber, 156, 65
resource silver, 160, 63
resource textiles, 158, 58
resource wine, 161, 65
resource silver, 195, 60
resource lead, 47, 60
resource wine, 54, 61
resource silver, 167, 56
resource timber, 156, 55
resource marble, 165, 57
resource textiles, 160, 54
resource iron, 202, 58
resource iron, 201, 58
resource camels, 206, 54
resource elephants, 201, 50
resource wine, 201, 53
resource wine, 203, 55
resource textiles, 198, 56
resource elephants, 238, 55
resource camels, 240, 49
resource silver, 142, 53
resource olive_oil, 142, 55
resource olive_oil, 146, 54
resource camels, 251, 43
resource elephants, 254, 43
resource iron, 251, 53
resource iron, 252, 54
resource timber, 135, 46
resource olive_oil, 166, 50
resource olive_oil, 167, 49
resource textiles, 164, 51
resource camels, 2, 23
resource timber, 15, 44
resource copper, 26, 39
resource copper, 27, 39
resource camels, 215, 42
resource elephants, 58, 39
resource camels, 60, 31
resource marble, 64, 38
resource timber, 58, 45
resource timber, 86, 42
resource elephants, 73, 42
resource camels, 80, 40
resource olive_oil, 76, 44
resource olive_oil, 78, 44
resource timber, 104, 45
resource camels, 209, 47
resource elephants, 206, 45
resource camels, 233, 21
resource camels, 81, 30
resource olive_oil, 85, 37
resource purple_dye, 150, 36
resource purple_dye, 145, 37
resource purple_dye, 151, 36
resource iron, 150, 38
resource iron, 152, 37
resource camels, 209, 30
resource purple_dye, 199, 31
resource purple_dye, 196, 24
resource olive_oil, 200, 34
resource wine, 202, 35
resource wine, 200, 27
resource elephants, 64, 26
resource camels, 105, 14
resource purple_dye, 94, 21
resource purple_dye, 99, 21
resource purple_dye, 89, 23
resource timber, 132, 17
resource camels, 139, 16
resource camels, 190, 20
resource glass, 180, 19
resource grain, 182, 17
resource textiles, 184, 22
resource camels, 195, 19
resource camels, 167, 13
resource camels, 181, 9
resource grain, 185, 9
resource gold, 192, 4
resource camels, 181, 3
resource copper, 185, 43
resource purple_dye, 191, 45
resource purple_dye, 192, 48
resource purple_dye, 187, 42
resource wine, 105, 64
resource wine, 78, 57
resource wine, 79, 59
resource incense, 211, 26
resource incense, 207, 8
resource incense, 206, 10
resource incense, 207, 12
resource incense, 217, 47
resource incense, 216, 45
resource incense, 218, 44
resource silk, 241, 56
resource silk, 205, 59
resource silk, 204, 58
resource silk, 205, 58
resource tin, 38, 126
resource tin, 40, 126
resource wild_animals, 79, 26
resource wild_animals, 82, 25
resource wild_animals, 79, 22
resource wild_animals, 191, 1
resource wild_animals, 193, 1
resource wild_animals, 189, 0
resource incense, 187, 10
resource incense, 183, 12
resource incense, 187, 7
resource wild_animals, 133, 148
resource wild_animals, 129, 143
resource wild_animals, 136, 137
resource wild_animals, 41, 42
resource wild_animals, 53, 43
resource wild_animals, 45, 41
resource wild_animals, 103, 122
resource wild_animals, 110, 122
resource wild_animals, 112, 120
resource wine, 101, 67
resource textiles, 94, 93
resource iron, 106, 99
resource iron, 106, 98
resource incense, 212, 21
resource incense, 212, 16
resource iron, 145, 56
resource timber, 191, 57
resource pottery, 195, 57
resource timber, 161, 44
resource purple_dye, 197, 25
resource gold, 187, 43
resource timber, 186, 46
resource copper, 184, 42
resource timber, 110, 80
resource iron, 111, 85
resource gold, 114, 84
resource marble, 136, 49
resource iron, 139, 55
resource iron, 141, 55
resource gold, 151, 69
resource pottery, 196, 58
resource olive_oil, 200, 32
resource camels, 201, 24
resource slaves, 35, 141
resource slaves, 57, 140
resource slaves, 59, 129
resource slaves, 48, 138
resource slaves, 60, 117
resource slaves, 47, 112
resource slaves, 47, 98
resource slaves, 58, 83
resource slaves, 68, 81
resource slaves, 67, 91
resource slaves, 65, 105
resource slaves, 85, 126
resource slaves, 86, 141
resource slaves, 89, 119
resource slaves, 79, 113
resource slaves, 95, 129
resource slaves, 111, 138
resource slaves, 116, 124
resource slaves, 134, 136
resource slaves, 147, 127
resource slaves, 188, 155
resource slaves, 181, 138
resource slaves, 248, 150
resource slaves, 231, 132
resource slaves, 188, 114
resource slaves, 175, 97
resource slaves, 156, 98
resource slaves, 159, 106
resource slaves, 148, 83
resource slaves, 158, 73
resource slaves, 140, 68
resource slaves, 135, 58
resource slaves, 132, 54
resource slaves, 143, 53
resource slaves, 140, 49
resource slaves, 138, 45
resource slaves, 147, 37
resource slaves, 160, 43
resource slaves, 124, 65
resource slaves, 107, 91
resource slaves, 116, 99
resource slaves, 98, 103
resource slaves, 130, 105
resource slaves, 139, 100
resource slaves, 136, 76
resource slaves, 93, 89
resource slaves, 97, 81
resource slaves, 89, 80
resource slaves, 83, 92
resource slaves, 95, 69
resource slaves, 101, 69
resource slaves, 113, 65
resource slaves, 79, 60
resource slaves, 105, 46
resource slaves, 96, 48
resource slaves, 107, 50
resource slaves, 54, 62
resource slaves, 42, 77
resource slaves, 25, 74
resource slaves, 18, 87
resource slaves, 8, 70
resource slaves, 16, 59
resource slaves, 38, 59
resource slaves, 11, 45
resource slaves, 57, 40
resource slaves, 80, 46
resource slaves, 81, 34
resource slaves, 63, 1
resource slaves, 40, 17
resource slaves, 97, 17
resource slaves, 130, 17
resource slaves, 168, 4
resource slaves, 186, 4
resource slaves, 183, 10
resource slaves, 177, 18
resource slaves, 207, 16
resource slaves, 213, 25
resource slaves, 239, 23
resource slaves, 203, 34
resource slaves, 199, 44
resource slaves, 199, 53
resource slaves, 188, 45
resource slaves, 193, 57
resource slaves, 190, 67
resource slaves, 191, 78
resource slaves, 173, 68
resource slaves, 167, 72
resource slaves, 156, 61
resource slaves, 161, 56
resource slaves, 159, 51
resource slaves, 226, 89
resource slaves, 215, 90
resource slaves, 214, 59
resource slaves, 211, 48
resource slaves, 243, 53
resource slaves, 251, 49
resource slaves, 251, 78
resource slaves, 238, 82
resource slaves, 206, 42
resource slaves, 113, 59
resource slaves, 85, 84
resource slaves, 116, 76
resource slaves, 113, 113
resource amber, 108, 137
resource amber, 114, 137
resource gold, 192, 155
resource silk, 254, 81
resource silk, 254, 76
resource silk, 252, 77
resource silk, 220, 60
resource silk, 222, 61
resource silk, 224, 63
resource silk, 239, 57
resource silk, 243, 55
resource lead, 197, 68
resource wine, 159, 64
resource olive_oil, 83, 38
resource elephants, 80, 32
resource elephants, 13, 42
resource camels, 43, 20
resource camels, 60, 5
resource wine, 41, 80
resource wine, 63, 87
resource hides, 68, 109
resource hides, 80, 129
resource silver, 112, 55
resource silver, 111, 82


????

Uranos
06-29-2006, 17:44
Yes you need to change it - or made a new one, (but first delete it), or if you plan to use the provinces from vanilla then by using spreadsheet you can select only resources that are placed only on the needed part of the map, and then in that spreadsheet recount them to fit to the new, bigger map.

Ian Altano
04-22-2007, 14:38
I tried doing this exactly like you did (meaning the same portion of the map)

Only I reformed the map into smaller provinces, and edited all necessary files.

But it's not working :no:

I came till the point where you wrote 'error solving', which I had to do (some settlements with ports that wren't allowed to have one) But after I solved the last port error, it CTDs without showing me what my error was !

And I have no idea what my mistake could possibly be...

Here's the files I edited:

http://rapidshare.com/files/27322161/imperial_campaign.rar.html

Can anyone tell me what might be wrong? It's becoming quite frustrating :wall:

thanks

Ian

Makanyane
04-22-2007, 17:17
Ian Altano, you definitely have one CTD producing problem in your map_features.tga you have a river with a 2 x 2 block of pixels (lower one in middle) that gives crash see here (http://www.twcenter.net/wiki/Map_features.tga) for little diagram of how rivers must work. You've also got fords on your rivers more than 1 pixel wide - I don't know if that is possible or not but I wouldn't try experimenting with that at the moment!

You have also used the wrong sort of re-size method when you made you map_heights, map_ground_types and map_climates, so you have blurred colours that the game will not recognise. Small errors on those colours don't cause crash - just funny graphics - but you have so much wrong on that it might overload game.

Try different re-size method on map_heights, 'nearest neighbour' in Photoshop and 'pixel re-size' in PaintShopPro work, make sure you are not getting blue and black merged around coast.

To get game loading just have map_climates in all of one colour (any colour from vanilla climates tga will do). Have map_ground_types in all of one colour that represents fertile ground types, see https://forums.totalwar.org/vb/showthread.php?t=50437 for which those are.
And make an all black version of map_features.tga so you don't bother about rivers at all yet. Once you get that to load start to work on one tga at a time to get detail back in.

Ian Altano
04-23-2007, 06:33
I did what you told me: I changed those 3 files into 1 colour, but I still get a CTD :-/

Makanyane
04-23-2007, 09:15
are you getting a map.rwm file re-generated at all? If not try ruling out if it is a too much sea problem. To do that just paint large chunks of land RGB 1,1,1 into map_heights.tga, anywhere it doesn't effect your port positions.

Other cause of crash without message is if you have leaders names wrong in descr_strat. You do seem to be using different surnames within same family which I don't think you should. Also check all names are spelt correctly and are taken from correct factions section in descr_names.txt (it might be easier to start with a shorter family tree for some of those factions) romans_brutii especially doesn't look like it will work, you have to have structure where faction leader is everyone else's dad / grandad but you have got everyone listed independently without child relationships.

Ian Altano
04-23-2007, 11:33
I will try and check the names, but I didn't change the brutii family at all, I play with XGM mod, and I just left that faction for what it was, it looked in order. But I'll check nonetheless :2thumbsup:

I PMed Monkwarrior too, to ask him to perhaps upload his map-files, to check how he did it, and maybe just use those files instead of mine, because I know his are correct.

Ian Altano
04-26-2007, 18:34
I solved it (partly)

Apparently, it was an error in descr_strat, probably to do with the names, like you said.

So now I get the -show_err function again.

But once again, a problem arises: it says "couldn't create settlement at line 830"

You have my files, take a look; line 830 of descr_strat is the last } of the last city before the start of the family info (Egypt faction)

I relocated the city on the map, but it still doesn't work.

Any thoughts?

PS: sorry for double-posting and bothering you with my incompetence ;)

Makanyane
04-26-2007, 20:15
Don't worry about double posting on this, coming back with new info at later time is legitimate (it's bumping things without new info just because no-one answered yet that is frowned upon), and we all have these problems from time to time - I keep trying to compile list of 'useless' show_err messages to help on these.....

The line in descr_strat you quoted doesn't tie up with the last settlement within Egypt in the version of your files I have, I assume you changed some things in strat to get it working so it's now different. The version I have though shows a port as the last building in the settlement before family for Egypt. If port is somewhere near the line your error message is sending you to - that is probably problem rather than the settlement. Show_err gets itself mixed up between ports and settlements occasionaly.

If that's the case try taking the port out of descr_strat and the white pixel off the region on map_regions.tga, problem could be caused by coastline not tying up with map_heights. Try loading without the port to test...

Ian Altano
04-27-2007, 15:21
http://rapidshare.com/files/28206548/descr_strat.txt.html

Here, take alook at this.

This is the current version of my descr_strat (I created simple family trees, all with only 1 surname, just to be safe)

It still crashes without showing my error :-/

Makanyane
04-27-2007, 17:52
It's still sounding a bit like names - and I apologise I may have lead you astray before, if the other family set ups were copied direct from XGM they must work (I've just not noticed it done that way before). I think you now have some relationships that won't work, I haven't looked in a lot of detail but did spot one father who is not old enough to have the son he has listed.....

I'd recommend to try and get game working - make back up of your old desc_strat and take out all the armies, wives etc, and just have the faction leader and no-one else for each faction eg:

character Amulius, named character, leader, age 50, , x 2, y 2

army
unit roman generals guard cavalry early exp 0 armour 0 weapon_lvl 0
For him on his own you don't need to have character records, or relationship section and that only gives you one name per faction to deal with (I did just check that and just having leader definitely works in RTW). Do triple check though that the name exists in descr_names.txt for the correct faction, don't try adding new names to the game at the same time as getting map running. If that works you can copy army sections back in a faction at a time.

If you went from CTD to getting show_err again then fixed that error and re-gained CTD it is probably showing that game is progressing further down the descr_strat file, though that is not fool-proof.

If you try above and it still doesn't work could you send me all the revised campaign files, the descr_names.txt & data/text/names.txt and I'll see if I can get it going....

Ian Altano
04-28-2007, 08:29
I can't believe it! It still doesn't work! :furious3:

Here's all the files I edited in a .rar

http://rapidshare.com/files/28329462/imperial_campaign.rar.html

Thx for helping me out, I feel so frustrated that I can't do it by myself though :thumbsdown:

Makanyane
04-28-2007, 18:07
http://uploaded.to/?id=vcqein revised files - I did finally just get it to load :beam:

You may not need all the alterations I made but at least that should get you something to work from.

I've used blank versions of most tga's, and taken the ports off map_regions.tga and strat to avoid complications atm. Also blanked the mercenaries file as that threw one error message. Back up your versions and you can try re-introducing all those bits one file / section at a time.

Most problems were in descr_strat, you did have names wrong at least compared with latest version of XGM. Leonidas of Samos was wrong for Pontus as those names aren't in the Pontus section and a couple of factions below that had similar problem. You also had city names not region names for last three regions. (also please note that descr_strat is calling the XGM campaign script, make sure that is in your campaign folder - I didn't have it in, and spent last 1/2 hour working out why I had another message-less crash!)

Ian Altano
04-29-2007, 08:40
Ok, I got it to load! (made me realize I can build a lot more cities, the map is kinda empty)

But when you got it to load, have you tried pressing 'end turn'?

Because I tried pressing it, and it crashes when I press end turn :-/

Makanyane
04-29-2007, 09:30
Same problem I had recently (https://forums.totalwar.org/vb/showpost.php?p=1515160&postcount=105) :2thumbsup: I think, unless you changed XGM's sm_factions (I took out the shadowing at some stage while trying to get it to load)

Ian Altano
04-29-2007, 09:37
*n00b* umm, sm_factions? shadowing?... gah? */n00b*

Uranos
04-30-2007, 12:37
Don't have a testing RTW platform now so i'm not sure i remember it correctly but i got CTDs after hiting next turn buttom when i had only one unit in the family member stuck - so try adding another unit there.

ole-warhammer
06-07-2007, 17:59
I want to make whole Scandinavia, but how? I can "cut" out denmark and south Sweden, but what about Norway, Finland and Iceland?

Makanyane
06-07-2007, 18:41
You could try the method that uses Satellite data: https://forums.totalwar.org/vb/showthread.php?t=57828

Alternatively find a relevant part of map in an online or printed atlas and work out method of copying so that you can get coastline established to form map_heights.tga layout, follow some of principles in this tutorial and also see Myrddraal's guide to making a completely new campaign map:
https://forums.totalwar.org/vb/showthread.php?t=50437

Private Clark
12-04-2007, 03:37
Hey, im making a campaign thats focusing on the east (parthia up to armenia, down to numidia next to egypt, and finishes at Greece, ive followed all your instruction but i keep getting the same error message "Could not create settlement at line...". Furthermore, i dont get a corrected regions file. I have no idea what to do, the region is the Nile Delta, and its in both Regions and Regions and settlement lookup.

Thanks

Makanyane
12-04-2007, 06:24
have a look at the examples in second post here:
https://forums.totalwar.org/vb/showthread.php?t=85902

see which of them fits your problem.

"Regions and settlement lookup" in the campaign folder isn't used, but you do need to change the one in data/text/campaign_name_regions_and_settlement_names.txt

Private Clark
12-05-2007, 01:50
ahh right, thanks

Private Clark
12-05-2007, 03:31
Darn, i cant seem to get it to work, could somebody look over my files and tell me whats wrong?

Click here to DL (http://rapidshare.com/files/74368929/Problem.zip)

Makanyane
12-05-2007, 14:27
I think it might be ports and not settlements messing it up - they will be a problem anyway, even going by your map_regions you seem to have some inland ports! Plus whatever ones will turn out to be in wrong place when it makes corrected_regions.

I'd recommend remove all ports both from descr_strat and all white pixels on regions. When you get corrected_regions you should use that to replace map_regions.tga and then place ports again (they must have one side of pixel at least touching sea, not just corner, and definitely not inland :no: )

You've got two odd pixels at north of map that belong to regions at south of map, that doesn't matter too much but they are also touching port pixels, which will mean it won't know which region port is meant to be in.

You sent a map.rwm that is older than the map_regions file, are you remembering to delete the rwm each time you make a change?

If you are getting a map.rwm generated you must be getting a corrected_regions.tga, did you realise the corrected_regions.tga appears in the Rome - Total War folder not the campaign folder?

Private Clark
12-06-2007, 03:41
Il check the ports but im sure that im not getting a corrected regions.tga file. Ive checked in the Root Rome Directory and ive searched the Rome files for it. Actualy, that rwm was there from awhile ago.

Uranos
12-07-2007, 22:57
@Praetor Julius
I'll check the map tomorrow, and will try to make it working, is it for RTW 1.5?

Emperor Basil
02-27-2008, 16:33
Can someone post a link to where I can get Photoshop and Imageready please.

Squid
02-27-2008, 18:11
You have to purchase photoshop and imageready no longer exists in current releases of creative suite, creative suite/photoshop is not free for download. If you want a free image editing software, search for Gimp.

Emperor Basil
02-27-2008, 20:33
Gutted. I don't really want to buy but I'm a bit of a novice and a lot of the tools are different in Gimp and Paint Shop and I don't understand what the Imageready is. Thanks though.

Emperor Basil
02-27-2008, 21:23
Right I'm trying to cut down the map for M2TW but the map sizes are different. I'm cutting down the map_regions from (294,189) to (261,189) and I want to do the same to radar_map1 but it isn't the same size as map_regions. It's (249,124). How much do I cut it down by?:help:

Monkwarrior
03-06-2008, 00:04
Right I'm trying to cut down the map for M2TW but the map sizes are different. I'm cutting down the map_regions from (294,189) to (261,189) and I want to do the same to radar_map1 but it isn't the same size as map_regions. It's (249,124). How much do I cut it down by?:help:
M2TW does not work in the same way.
I had also problems with radar maps, so just try. I would try with the proportional lengths, and perhaps you will have to resize radar map to fit with the original size, even if it is screwed. :juggle2:

Hannibal Smith
03-31-2008, 22:41
:help:

Hi guys very new to this I'm trying to produce as the instructions here but keep getting an error message.

"Generic Error Regions_DB;;default faction for region (5) isnt present in the descr_strat.txt file"

I know I must have done something wrong but cant work it out.

Can any one help please

Makanyane
04-01-2008, 07:42
answered in other thread - please don't put same question in more than one place :balloon2:

Clovis I
05-12-2008, 12:21
[QUOTE=Monkwarrior]CUTTING THE MAPS

CHAPTER 1. CUTTING THE EAST

Process 1. Open map_regions with both Photoshop and ImageReady.
Take slice tool in the tool menu of Photoshop (Figure 1).
http://img216.exs.cx/img216/157/figure15zn.th.jpg (http://img216.exs.cx/my.php?loc=img216&image=figure15zn.jpg)


I try to open map_regions but than this comes with my adobe photoshop CS3 Extended ' Could not complete your request because the file-format module cannot parse the file'

:help:

Thanx:beam:

Clovis I
05-12-2008, 13:21
That question is not nessecary anymore:2thumbsup:

ImageReady where can I find that? :help:

Squid
05-12-2008, 17:45
If memory servers, ImageReady no longer exists in Adobe CS3, all functionality was bundled into Photoshop.

Clovis I
05-12-2008, 18:20
Oke, but where in photoshop?

clicking on 'file'?

I search now!

Squid
05-13-2008, 16:40
You don't actually need the splice tool, any selection tool will work. Select the portion of the map you want, and copy it into a new file and continue from there.

Clovis I
05-18-2008, 11:09
CUTTING THE MAPS

CHAPTER 1. CUTTING THE EAST

Process 2. Repeat the steps of process 1 with the files disasters, map_features, map_trade_routes and radar_map1.

Process 3. Repeat the steps of process 1 with map_roughness and radar_map2, but giving to the slice total height (312 pixels) and 420 pixels width.

Process 4. Repeat the steps of process 1 with map_climates, map_heights and map_ground_types, giving to the slice the total height (313 pixels) and 421 pixels width.

Process 5. Repeat the steps of process 1 with water_surface.
The slice size must be proportional to the cut in map_regions: width 256*210/255 = 210.
Once the new map has 210x256 size, it is necessary to resize it to 256x256.
In the menu Image of Photoshop, Image size (Figure 4).

*process 2 is done and are all the same:

x -> 34
y -> 22
w -> 60
h -> 53

https://img91.imageshack.us/img91/8912/mapmakinglx0.jpg (https://imageshack.us)
https://img91.imageshack.us/img91/8912/mapmakinglx0.f918335326.jpg (http://g.imageshack.us/g.php?h=91&i=mapmakinglx0.jpg)

Still to do map_trade_routes, but that's not my question!

My question sounds like... with process 3, they are bigger pixels, do I still have to crop the surrounding regions from those maps from France, or do I don't have to make same maps?

for example map_roughness if I make it to:

x -> 34
y -> 22
w -> 60
h -> 53

It will be like this:

https://img176.imageshack.us/img176/1031/mooiej5.jpg (https://imageshack.us)
https://img176.imageshack.us/img176/1031/mooiej5.2246582c1d.jpg (http://g.imageshack.us/g.php?h=176&i=mooiej5.jpg)

And that's not the direction it suposed to be.
What do I have to do, to make it right?:beam:

Makanyane
05-18-2008, 12:12
if your map_regions size is w60 x h53
then your map_roughness needs to end up w120 x h106
your map_heights, _ground_types, and _climates need to be w121 x h107

if you haven't re-sized (stretched) the bit of map_regions you cut out then you shouldn't re-size the other ones either - just crop or copy out the relevant bit.

if your start location in map regions was x -> 34 y -> 22
then start location on the other maps would be about x -> 68 y -> 44
but the odd pixel in map_heights etc will make that not quite work....
(you're probably going to have to do a bit of manual tweaking with this at the end to get everything lined up again)

for map features you'll have to adjust your rivers to make sure where they got cut off they all still have source (white pixel) on each of them - the one on left hand bottom edge looks like it got split.

Clovis I
05-18-2008, 12:49
if your map_regions size is w60 x h53
then your map_roughness needs to end up w120 x h106
your map_heights, _ground_types, and _climates need to be w121 x h107

if you haven't re-sized (stretched) the bit of map_regions you cut out then you shouldn't re-size the other ones either - just crop or copy out the relevant bit.

if your start location in map regions was x -> 34 y -> 22
then start location on the other maps would be about x -> 68 y -> 44
but the odd pixel in map_heights etc will make that not quite work....
(you're probably going to have to do a bit of manual tweaking with this at the end to get everything lined up again)

for map features you'll have to adjust your rivers to make sure where they got cut off they all still have source (white pixel) on each of them - the one on left hand bottom edge looks like it got split.

so for map_heights, Process 4 =

x -> not 68 but 69
y -> not 44 but 45

But when I try to save map_ground_types, this comes:

Could not save as ''C:\...\map_ground_types.tga''
because of a disk error.

What do I have to do now to save it? try again maybe

* And I don't understand how to do with the map features like you are talking about the rivers, can you give me some pictures made?

Thanx

water_surface I don't understand how to do?

because first I have to do 256*256 but what are =

x? y? w? h?

And do I have to resize all tga maps to nearest neighbor option?

Process 6. It is advisable to cut also one map_factionname at the same time.
These maps have 384x237 size. My advice is to cut one with the zone to be enlarged completely empty. For this zone I chose map_britons.
Repeat the steps of process 1, with the slice width proportional: 384*210/255 = 316.
With all these operations you have a full set of functional map files.

My map would be only france with other factions who doesn't appear in rtw, but yes in BI and also some factions to be created

so.. what do I have to do with te britons if they aren't appearing on my map?

Makanyane
05-18-2008, 14:10
Hi, I've merged your posts - assume you're having problem with lack of edit button - you should get that facility when you get promoted from Junior Member

so for map_heights, Process 4 =

x -> not 68 but 69
y -> not 44 but 45

But when I try to save map_ground_types, this comes:

Could not save as ''C:\...\map_ground_types.tga''
because of a disk error.

What do I have to do now to save it? try again maybe

have a look at the file's properties and make sure it isn't set to 'read only' - if if is unselect that box. Have you managed to save the other files you changed OK?


* And I don't understand how to do with the map features like you are talking about the rivers, can you give me some pictures made?
You'll need to redraw any affected bits see http://www.twcenter.net/wiki/Map_features.tga for how river must work.

You don't need any content in that file to get the map to load - easiest thing for now is paint it all black RGB 0,0,0 and worry about it later. Make sure the tga size is same size in pixels as your map_regions though.


water_surface I don't understand how to do?

because first I have to do 256*256 but what are =

x? y? w? h?you can actually ignore it for now and use the old one - it only affects the colour of the sea....


And do I have to resize all tga maps to nearest neighbor option? if you have to resize them then yes use nearest neighbor - as its the option that doesn't merge colours.

If you are only cutting a piece out of the map don't re-size just use crop.
Even if you want to make your piece of map bigger it would be best anyway to get the map working with just the cut out pieces of map before you start re-sizing things.


Process 6. It is advisable to cut also one map_factionname at the same time.
These maps have 384x237 size. My advice is to cut one with the zone to be enlarged completely empty. For this zone I chose map_britons.
Repeat the steps of process 1, with the slice width proportional: 384*210/255 = 316.
With all these operations you have a full set of functional map files.

My map would be only france with other factions who doesn't appear in rtw, but yes in BI and also some factions to be created

so.. what do I have to do with te britons if they aren't appearing on my map? don't worry about map_factionname at the moment either, they are just bits that display in the interface they don't make up part of the functioning map so you can leave old ones in for now


NOTE: keep to using the faction names that are in your data/descr_sm_factions.txt for any factions you're putting in descr_strat.txt
you can't mix BI and RTW faction names without changing a lot of other files.... (its easier to just make the RTW faction look like the BI one)

iHelp
02-20-2010, 20:23
Sorry for the staggering necro-post, but I've been following this tutorial and need some assistance.

I'm resizing the map and have done most of the steps, however whenever I try to start a campaign it goes back to the menu. Show_err says something about the map_heights.tga having to be 261x139 dimensions, however that is already the size of the image in question, so I don't know why such an error is arising. Does anyone have an idea?

Blackwolf
07-18-2010, 22:13
Hi! I apparently don't have a file called "map_regions" & the campaign still works. Why don't I have map_regions & where else might it be located? I have it in all my other TW games but this one & BI...
NOTE* I have RTW: GOLD

Squid
07-18-2010, 22:30
It will either be in the base folder or the campaign folder.

Blackwolf
07-18-2010, 22:34
It will either be in the base folder or the campaign folder.

Thanks squid! Again! haha
I found it in my base folder & will get working on it right now! =)