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#1 | |
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Member
Member
Join Date: Oct 2004
Posts: 400
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How To Make a New Province In RTW
We're going to modify four files here: /data/world/maps/base/map_regions.tga /data/world/maps/base/descr_regions.txt /data/world/maps/campaign/YOURCAMPAIGNNAMEGOESHERE/descr_strat.txt /data/text/YOURCAMPAIGNNAMEGOESHERE_regions_and_settlement_na mes.txt You'll need an image editing program like Photoshop to edit the tga file. Since Photoshop is my preferred program, that's what I'll be using for this guide. Step 1: Open map_regions.tga in an image editor. You'll see each province has its own color as well as a single black pixel, which designates where the city goes. Some cities have a white pixel on a coastal piece of land which shows where the port will go. Not all cities need ports. We're going to make a province to split Armenia and Pontus a little, so we'll go to that section of the map. I've taken the liberty of zooming in quite a bit so we can see what we're doing here: ![]() Now, select an RGB color that isn't being used already. I just picked a random color of 163, 120, 8. ![]() Go ahead and pencil in your new province--zoom in so you get a good view. I supose this goes without saying, but make sure you're using the pencil tool and not the brush tool in Photoshop. Right click the brush tool and switch it to pencil. We're not going to change the land formation, just change borders and add a new city and port: ![]() I set the city in what I hope is a valid location by simply looking at the Rome map that came with the game, and sort of figuring out where the mountains won't be. This is a very difficult region to add to since there are mountains EVERYWHERE, and we have to place the city almost exactly, unless we want to edit the map's terrain (not in this guide, muchacho!). If you place a city on an invalid piece of terrain, say a river or mountain, the game won't load. Save your map_regions.tga file now, and open descr_regions.txt. We're going back to map_regions.tga a little later, so you may want to just leave the file open for simplicity. Now we need to come up with a name for this region and city. Google away. I reliaze this isn't the right location for it, but I'm going to call this "Armenia Inferior" anyway. We'll call the city Yerevan because I'm trying to write a Rome modding guide, not history. So in the descr_regions.txt file, we're going to make a new entry that looks like this: Quote:
Code:
The settings are, in order: Region_Name (underscore if two words) City_Name (underscore if two words) city culture RGB value (remember how we had to set a unique value when making the province? That value goes here) resource1, resource2, resource3 (I don't think there's a limit to the number of resources you can have) Triumph Value (does not appear to be used in the game, just set it to 5 like almost every other province for simplicity) Farm level (5-6 is about average, while some very fertile provinces have over 10) Code:
settlement
{
level large_town
region Armenia_Inferior
year_founded 0
population 4500
settlement_tax 51
plan_set default_set
faction_creator parthia
building
{
type core_building governors_villa
}
building
{
type hinterland_farms farms
}
building
{
type port_buildings port
}
}
. I'm going to make this garrison NOT have a family member, because that's a whole different bag of worms and will unnecessarily complicate this guide. So we'll just stock them with regular units, but you HAVE to put a general in there (he'll appear with one of the units). So I add this value here: Code:
character Kudurmabug, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 208, y 71 army unit east horse archer exp 0 armour 0 weapon_lvl 0 unit east horse archer exp 0 armour 0 weapon_lvl 0 unit east peltast exp 0 armour 0 weapon_lvl 0 First, my general has a valid Armenian name that isn't already taken. You can find these names in the /data/descr_names.txt file, in the appropriate faction list. Make sure the name is not already taken. Second, my X, Y values are different that what Photoshop says. Photoshop's grid starts at the top left, whereas the game's grid starts at the bottom left. This means that your X value will be the same, but your Y value will be 155 - (whatever photoshop's y is). In my case, Photoshop gave me an X, Y of 208, 84. This is because the map is 155 pixels in height. Make sense? Now, go into the /text folder and open the regions and settlement names text file associated with your campaign, and add a string value for your new province and city. Ours will look like this: Code:
{Armenia_Inferior} Armenia Inferior
{Yerevan} Yerevan
map.rwm map_heights.hgt Let's fire up the game now and see if it works. I'd recommend making your shortcut command line look like this: "E:\RTW\RomeTW.exe -show_err", without the quotations, and change the path to wherevery you've installed your game. This will usually give you an error message saying why the game crashes, if it does. ![]() And in this case, it seems to load just fine. I placed this a little close to the river (passing unfriendly armies can't get through, (because it blocks it), so I may move the city a little by adjusting the black pixel in map_regions.tga. But you know how to do that now. Troubleshooting - If your game is giving you errors, here are some likely problems: 1) The color used for the province is invalid. Either it's already in use or it's simply a color the game doesn't recognize (there appear to be several, and I don't think anyone knows which ones are or aren't). Simply change the color in an image editor. 2) The city is placed on an invalid location 3) The city list in descr_strat.txt is invalid, either it has an improper level (putting buildings in a "village" for example), or there is an error in the code (as if you left out a line or a bracket). 4) The map.rwm and heights.hgt files have not been deleted and a change has been made that would require them to be (adding a resource, for example) 5) The regions.txt file has spaces in the city/province names. Remember, underscores. 6) The entry has not been added properly into the /text/CAMPAIGN_NAME_regions_and_settlement_names.txt file (if you get some kind of "string" error, this is likely the cause) Well, that's all there is to it! ************************************************** ******** Made By Burebista[Callatian] and Vorbis with RDB II support on www.twcenter.net This Tutorials will be enlarged in the future with new stuff. If we are missing some info pls. see the tutorials on this site [forums.totalwar.org] they are the best so far from what I've seen. ************************************************** ******** Last edited by Myrddraal; 07-26-2005 at 13:18. |
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#2 |
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Junior Member
Junior Member
Join Date: Jun 2006
Posts: 6
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the link to those images is dead
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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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#3 |
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blaaaaaaaaaarg!
Senior Member
Join Date: Feb 2005
Posts: 1,771
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The tutorial was written well over a year ago, im not surprised the image links are dead.
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#4 |
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Member
Member
Join Date: Jun 2006
Posts: 42
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Just out of curiosity...why the 'pencil' tool rather than the brush?
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#5 | |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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Quote:
PaintShopPro brush tool is OK you just need to check control settings are - paper texture = none, and opacity = 100%. Oh, and welcome to the .org DVK901 - (always wanted to say that to someone!) Last edited by Makanyane; 09-12-2006 at 06:59. |
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#6 |
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Junior Member
Junior Member
Join Date: Oct 2006
Posts: 6
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I tried creating a couple new British Providences. But now I'm getting all sorts of weird errors about ports being in specified in regions where they aren't allowed, and cities being in invalid locatoins. The reason I'm calling these wierd is because they are in other areas of the world that I never touched... I tried changing my colors, but that did seem to help. So unless I'm really bad at picking my random colors (and yes I do check them against the existing colors), I can't figure out what's wrong...
Any ideas? descr_regions.txt Code:
Brigantes legion: Caledonica Eboracum celts Pictones 255 164 33 timber, slaves 5 5 christianity 20 pagan 80 Domnonii legion: Britannica Isca celts Pictones 241 165 57 dogs, slaves 5 6 christianity 40 pagan 60 Code:
settlement
{
level town
region Brigantes
year_founded 363
population 1094
plan_set default_set
faction_creator celts
building
{
type core_building governors_house
}
}
settlement
{
level town
region Domnonii
year_founded 363
population 563
plan_set default_set
faction_creator celts
building
{
type core_building governors_house
}
}
Code:
Domnonii Brigantes Eboracum Isca Code:
{Domnonii} Domnonii
{Brigantes} Brigantes
{Eboracum} Eboracum
{Isca} Isca
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#7 |
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Junior Member
Junior Member
Join Date: Oct 2006
Posts: 6
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Ok, I've done this twice now, so I'm pretty sure there wasn't any operator error the second time. I installed Goth's 2.4.2 for BI. Then I run it and everything works. Then I add a province, and nothing works. Then I restore the files I modded back to Goth's version, and still nothing works? There is no hgt file being generated, but I delete the map file everytime. I did notice that a corrected_regions.tga and cliffs_debug.tga file get created in the base dirrectory everytime the game runs. I tried deleting these, but the game is still bust :( Anyone know of any other autogenerated files that might be corrupting the game? I've reinstalled the game 4 times today and I'm starting to get a little tired of it :( 16 hours is way to long to spend on such a simple mod :( I'm totally out of ideas now :(
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#8 |
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Junior Member
Junior Member
Join Date: Oct 2006
Posts: 6
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Is there anyway to see errors besides -show_err? Because show_err isn't very useful... It only shows the last error/warning. And its always just showing me a warning unrelated to the crash, even when the game runs perfect.
5th try. I was able to add one province. Then when I tried adding a second one it bombed. Then I removed the province and it ran fine. Then I tried adding a second province in a different place and it bombed... I think there are only around 145 provinces in Goth's mod, I thought the province limit was 199? Why am I running into trouble arount 145? |
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#9 |
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Junior Member
Junior Member
Join Date: Oct 2006
Posts: 6
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After about 30 hours of straight struggling with this, I managed to get things working finally... Then I started to play the game, and guess what. Goth's mod breaks BI... No night battles, no loyalty... I minds as well have just stayed with RTW. Now I've got to restart my mods all over again
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#10 | |
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Junior Member
Junior Member
Join Date: Oct 2006
Posts: 6
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Quote:
How come I can't edit or delete my posts? I really didn't intend to troll this topic
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#11 |
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Member
Member
Join Date: Jan 2007
Posts: 52
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How about if we just want to move the location of an existing city in an existing province? And how do you change the names of an existing city?
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#12 | |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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You can move the position of an existing city by moving the location of the black pixel which represents it in map_regions.tga - just make sure you don't move it onto a forest or mountain tile (you need to cross reference to map_ground_types for that or check possible positions in game first). As tutorial says make sure you are using pencil tool to make changes so you don't get blurred colours.
Easiest way of changing name of city is to just change the displayed name in data/text/campaign_regions_and_settlements_names.txt for example Quote:
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#13 |
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Member
Member
Join Date: May 2007
Posts: 10
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I've tried adding a new province to Britannia using Goths mod for BI, but for some reason I cannot get the game to play right no matter what I do. I followed the instructions twice now and I cannot seem to figure out what it is I missed.
I know Rockpsl76 had a similar problem. How was this fixed? Thanks |
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#14 |
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Member
Member
Join Date: Jan 2007
Posts: 41
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Does anyone know how to check co ordinates on the map in photoshop? because it's eluded me.
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Dismounted Scythia Mod |
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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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In PS elements that is largely the same, you can go into "window" then select the "info" box, that then gives you both the RGB colour and the co-ordinate your cursor is over.
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#16 |
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I r guy who gun t33ch u lss0n
Member
Join Date: Aug 2007
Posts: 25
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Hi, I tried to make my own region (Molise), but when I go to start up the imperial campaign I get a CTM, and when I close RTW it says that "Molise cannot be found in stringtable." What does it mean by stringtable? I'm sure I did everything I was supposed to do.
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#17 |
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I r guy who gun t33ch u lss0n
Member
Join Date: Aug 2007
Posts: 25
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Wait, now the error message says,"you have chosen an invalid tile(0,0) for settlement of" and it says it's under descr_strat all the way at the bottom.
(Sorry for the double post, I couldn't edit my last post.)
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#18 | |
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Finder of Little Oddities
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Join Date: Jan 2006
Posts: 2,201
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see http://forums.totalwar.org/vb/showthread.php?t=85902
Quote:
The stringtable is just it trying to make its own database to reconcile the names in descr_strat.txt descr_regions.txt and the file in data/text with the regions names in. It sounds like you figured that part out though.
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#19 |
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I r guy who gun t33ch u lss0n
Member
Join Date: Aug 2007
Posts: 25
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Woohoo!!!! I got it to work, thank you!!
What happened was I had the region's settlement on bad terrain and some of the colors got mixed together. Thanks again.
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"Did you like the performance?" - Augustus Caesar's last words
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#20 |
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Junior Member
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Join Date: Sep 2007
Posts: 5
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In PS, when I open the info box, the X,Y coords are in decimals.
What do I do with that? And by map there, you're referring to map_regions.tga, right? |
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#21 |
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Finder of Little Oddities
Assistant Moderator
Join Date: Jan 2006
Posts: 2,201
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Hi, welcome to the forums
I've only got access to PS elements at the moment but I suspect this is the same. You should be able to show 'info' palette as a window. In that's properties if you click more, so you get "info palette options" you can set "mouse coordinates" - "ruler units" to "Pixels", which is what you want. And yes map_regions.tga is the one that is the right size to get coordinates from. Once you have map loading you can also get co-ordinates by opening rome shell, use the ¬` key or ~ depending on keyboard, hover cursor over bit of map you want coordinate of and type show_cursorstat into prompt, hit enter and it will give coordinate under cursor.
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#22 | ||
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Modder
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Join Date: Aug 2006
Posts: 1,281
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Quote:
Quote:
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#23 |
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Junior Member
Junior Member
Join Date: Sep 2007
Posts: 5
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Thanks!
But I have another problem. So i click provincial campaign, pick britons, hopefully so i can look and "harden up" with the prospects of seeing that i actually now have inserted a region. but it doesn't work. i keep on going back to the screen where you choose which campaign you can choose. and that sucks. i'm sure i did everything right. it's not like there's a lot of mountains in the area, so i don't see why it still doesn't work after putting the black dot really close to the coast line. and i also changed the RGB values a few times, then changing desc_regions.txt, and checking all other files. so yeah, what am i doing wrong here? |
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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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are you using -show_err ? it should give you a message when you exit the game for most of those sorts of problems.
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#25 |
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Junior Member
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Join Date: Sep 2007
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ok, so it says:
"you have chosen an invalid coordinate (48,154) at the settlement of Dal Raida. it will mean not being able to access this settlement and is a bug." it also says something about the desc_strat file. so i just change the map_regions.tga or do i have to do something else? |
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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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I'm assuming Dal Raida is the one you just added? Anyway if it gives co-ordinate it normally means it really is in the wrong place. If you placed it near the coast you might not have it quite tying up with map_heights so it might be in the sea! Check the corrected_regions.tga that should be in your main RTW folder to see if city pixel appears on that.
Otherwise double check the map_ground_types and if there is any mountain or dense forest in the area change it to a plain fertile colour for now. Occasionally it gives you message about settlement when it is actually complaining about port. If you added port check where that is turning up on corrected_regions.tga as well. additional note from http://forums.totalwar.org/vb/showthread.php?t=85902 Quote:
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#27 |
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Junior Member
Junior Member
Join Date: Sep 2007
Posts: 5
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Thanks!
It seems that I forgot to delete the map.rwm, hehe. so, thanks for everything. :D |
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#28 |
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Junior Member
Junior Member
Join Date: Sep 2007
Posts: 6
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About the map_heights.hgt: After a nicely failed attempt at provincial supplementation, I decided to load the game after each step, so I would know what went wrong. Right after the deletion of the aforementioned file (step 1, by the way), my Imperial Campaign failed to load. I have RTW 1.5, which is supposed to work without this file, correct?
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#29 |
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Junior Member
Junior Member
Join Date: Sep 2007
Posts: 6
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I have also placed -show_err on my shortcut path, but nothing shows up when RTW exits. Perhaps this Dr. Watson program overrides it? I have also tried replacing the map_height.hgt with Alpaca's tga converter... still, no luck. I am only trying with one province - it must be something rather small that's messing things up.
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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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Yes 1.5 should run fine without map_heights.hgt, the difference would be once it is deleted the game reads the map_heights.tga instead, so if there is a problem with that file it would show up then.
Did you delete the map.rwm at the same time? I'm pretty sure you would need to. The most common problem that would show up without the .hgt file is that true black RGB 0,0,0 on map_heights.tga then gets read as water and not land (RGB 1,1,1 or lighter is fine) The vanilla map has some 0,0,0 in odd places but not enough to cause trouble. Are you working on the original RTW map or a mod? (Dr Watson shouldn't do anything to -show_err, unfortunately some odd problems in the files can mask something that would otherwise give error - a few people have experienced that but I don't think anyone pinpointed why)
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