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Thread Tools | Display Modes |
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#1 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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 - Cutting the maps (1) - Cutting the maps (2) - Enlarging the maps - Text files - Modification of descr_strat Myrdraal: please, correct all the mistakes you found in this guide. Thx
Last edited by Monkwarrior; 05-26-2006 at 13:01. |
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#2 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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. |
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#3 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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). ![]() 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). ![]() In ImageReady we have the same division in two slices. Take the slice selection tool, click on the symbol of slice (Figure 3). ![]() 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). ![]() Deselect the option constrain proportions. Set the new width (256) in pixels. Then in the resample image options select nearest neighbor (Figure 5). OK. ![]() 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. |
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#4 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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. ![]() 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. ![]() 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. |
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#5 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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) 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: ![]() 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. |
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#6 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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 , 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: Code:
dimensions
{
width 255
height 150
}
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: Code:
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 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: Code:
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 Code:
GRECIA_TITLE GRECIA_DESCR Code:
{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.
This is the way this file appears in the user interface: ![]() 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. |
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#7 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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: Code:
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 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: Code:
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 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: Code:
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
}
}
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: ![]() ![]() 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). ![]() If we pass any tool (I prefer eyedropper just to prevent any accident )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. Code:
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 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: ![]() 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. |
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#8 |
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CeltiberoRamiroI
Member
Join Date: Apr 2004
Location: Salduie/Caesaraugusta/
Sarakusta/Saragossa
Posts: 825
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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: ![]() This is the first event, the elimination of romas_senate as a faction. ![]() The movement radius of a macedon army. ![]() The strange effect in HOLY LAND )![]() An image of Rhodes. ![]() The snow in the mountains of Epirus after the first turn. ![]() The egyptians attack the seleucid empire. ![]() 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
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#9 |
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Member
Member
Join Date: Jul 2003
Location: Emporia, KS, USA
Posts: 46
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#10 |
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Join the ICLADOLLABOJADALLA!
Member
Join Date: May 2006
Location: Writing the book, every day...
Posts: 1,986
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Your links at the top seem to be invalid.
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#11 |
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Join the ICLADOLLABOJADALLA!
Member
Join Date: May 2006
Location: Writing the book, every day...
Posts: 1,986
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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.
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#12 |
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Junior Member
Junior Member
Join Date: Jun 2006
Posts: 6
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are u supoosed to modify this part of descr strat?
Code:
; >>>> 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 ????
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"Know that the Spartan martial reputation for fighting is complete bulls&%*, I mean a fairy tale, since they have been completely beaten many times in battle, even once by peltasts." Know that all this modern day Spartan worship is complete bulls%@*, I mean completely unjustified, and with time , you will realize that Thebans are more deserved of this reputation." Thebans broke the backs of the Spartans at Leuctra in 371BC And Zeus only knows why in this world there is a film called 300 Spartans but no 300 Thebans |
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#13 |
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Mr. Boombastic
Member
Join Date: Jul 2005
Posts: 834
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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.
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#14 |
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Member
Member
Join Date: Apr 2007
Posts: 16
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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 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...paign.rar.html Can anyone tell me what might be wrong? It's becoming quite frustrating thanks Ian |
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#15 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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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 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 http://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.
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#16 |
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Member
Member
Join Date: Apr 2007
Posts: 16
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I did what you told me: I changed those 3 files into 1 colour, but I still get a CTD :-/
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#17 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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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.
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#18 |
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Member
Member
Join Date: Apr 2007
Posts: 16
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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
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. |
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#19 |
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Member
Member
Join Date: Apr 2007
Posts: 16
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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 ;) |
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#20 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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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...
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#21 |
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Member
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Join Date: Apr 2007
Posts: 16
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http://rapidshare.com/files/28206548...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 :-/ |
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#22 | |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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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: Quote:
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....
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#23 |
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Member
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Join Date: Apr 2007
Posts: 16
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I can't believe it! It still doesn't work!
Here's all the files I edited in a .rar http://rapidshare.com/files/28329462...paign.rar.html Thx for helping me out, I feel so frustrated that I can't do it by myself though |
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#24 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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http://uploaded.to/?id=vcqein revised files - I did finally just get it to load
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!)
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#25 |
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Member
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Join Date: Apr 2007
Posts: 16
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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 :-/ |
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#26 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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Same problem I had recently
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#27 |
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Member
Member
Join Date: Apr 2007
Posts: 16
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*n00b* umm, sm_factions? shadowing?... gah? */n00b*
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#28 |
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Mr. Boombastic
Member
Join Date: Jul 2005
Posts: 834
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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.
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#29 |
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Member
Member
Join Date: Apr 2007
Location: Norway, Østfold.
Posts: 21
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I want to make whole Scandinavia, but how? I can "cut" out denmark and south Sweden, but what about Norway, Finland and Iceland?
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#30 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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You could try the method that uses Satellite data: http://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: http://forums.totalwar.org/vb/showthread.php?t=50437
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