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  1. #1
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Making a new campaign map.

    I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round, so I though I'd start this thread, feel free to add to it if you like. Very little of this is my work, its just a gathering of information.

    Here we go:

    Step one:- Making your Campaign folder.

    Make a new folder in \data\world\maps\campaign\ called my_campaign and copy the entire contents of the Imperial campaign into it. Also copy the contents of \data\world\maps\base\ into it.

    Now go to \data\text\ and copy the file imperial_campaign_regions_and_settlement_names.txt and rename it my_ campaign_regions_and_settlement_names.txt Note: This file goes in data\text folder, NOT the campaign folder

    Now when you run Rome, you should see the option to play a Provincial Campaign in the Single Player menu. Your campaign should appear and it should be a playable copy of the Imperial Campaign.


    Step two:- know the files

    In your new folder you should find the following files:

    descr_disasters.txt
    descr_events.txt
    descr_mercenaries.txt
    descr_regions.txt
    descr_regions_and_settlement_name_lookup.txt
    descr_strat.txt
    descr_terrain.txt
    description.txt
    description_brutii.txt
    description_julii.txt
    description_scipii.txt
    disasters.tga
    leader_pic_brutii.tga
    leader_pic_julii.tga
    leader_pic_scipii.tga
    map.rwm
    map_britons.tga
    map_brutii.tga
    map_carthage.tga
    map_climates.tga
    map_egypt.tga
    map_FE.tga
    map_features.tga
    map_gaul.tga
    map_german.tga
    map_ground_types.tga
    map_heights.hgt
    map_heights.tga
    map_illyria.tga
    map_julii.tga
    map_parthia.tga
    map_regions.tga
    map_roughness.tga
    map_scipii.tga
    map_seleucid.tga
    map_trade_routes.tga
    radar_map1.tga
    radar_map2.tga
    water_surface.tga


    You should now delete:

    map.rwm
    map_heights.hgt

    (you don’t need to backup as they are just copies from the Imperial Campaign)

    These are files don’t do anything and can be deleted (as far as I know):

    description.txt
    description_brutii.txt
    description_julii.txt
    description_scipii.txt


    Text files:

    descr_disasters.txt
    - contains a list of the possible disasters e.g. earthquakes and floods. We don’t need to edit this.

    descr_events.txt
    - this contains a list of pre-defined events that happen in game.

    descr_mercenaries.txt
    - This is where the availability of mercs in certain regions is determined. The pool is the overall area, the regions are the regions in this area, and the units are the units availiabe in the pool. We will need to edit this later.

    descr_regions.txt
    - This is one of the most important files. When we later edit the file map_regions.txt, we will define the areas of the provinces using certain RGB values. In this text file, there is a list of all the provinces on the map. This list also contains info like the name of the region (no spaces but you can use _), the name of the settlement, the default cultures, the RGB value used to define this region in map_regions.tga, the resources available in that province, the triumph point value and the basic farm level. We will be editing this a lot.

    descr_regions_and_settlement_name_lookup.txt
    - This should contain a list of all the names of provinces and towns as they are called in descr_regions.txt These aren’t the actual names as they will appear on the map, these are just references for the program.

    descr_strat.txt
    - This is also one of the most important files. In this file, we choose the factions, set the start/end dates, position 3D models on the campmap (e.g. wonders and resources), allocate settlements to factions, set the buildings and place armies and family members. I go into the format of this a bit later.

    descr_terrain.txt
    - This contains the info about the dimensions of the map.


    Tga files:

    disasters.tga
    - Contains the locations on the map for the different disasters. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt

    leader_pic_FACTION.tga
    - Where FACTION is the faction name. This is the portrait for the first leader of that faction.

    Map_FACTION.tga
    - Where FACTION is the faction name. This is the image that appears when you select a faction to show what sections of the world it owns.

    map_climates.tga
    - This is where you set the different climates for the world. There are 12 different climates some of which will become snowed during winter.

    The 12 different climates are:
    Sub-Arctic - Dark Green RGB(0, 166, 81)
    Alpine - Green RGB(57, 181, 74)
    Highland - Light Green RGB(141, 198, 63)
    Swamp - Yellow RGB(255, 242, 0)
    Deep Temperate Forest - Light Orange RGB(247, 148, 29)
    Light Temperate Forest - Orange RGB(242, 101, 34)
    Infertile Temperate Grassland - Red RGB(237, 28, 36)
    Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91)
    Mediterranean - Pink RGB(236, 0, 140)
    Semi-Arid - Blue RGB(0, 114, 188)
    Sandy Desert - Dark Purple RGB(102, 45, 145)
    Rocky Desert - Mauve RGB(146, 39, 143)

    The dimensions of this file should be twice the size of map_regions.tga + 1 pixel

    map_FE.tga
    - I’m not sure what this does, it appears to be a map of the world, but it doesn’t look like any of the radar screens.

    map_features.tga
    - This is where you give the position of rivers volcanoes and cliffs. For rivers you define the source, the river and the crossings using different RGB values. Cliffs are just lines you cannot cross. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt

    Here are the RGB values:
    River - Blue (0,0,255)
    Volcano - Red (255,0,0)
    Cliff - Yellow (255,255,0)
    River Crossing - Light Blue (0,255,255)
    River Source - White (255,255,255)

    Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps (i.e. from one pixel, down one pixel, across one pixel). You cannot have a square of river (i.e. 2 by 2 pixels) and a river must have a source. You can have a river that splits, but it cannot re-join itself.

    map_ground_types.tga
    - This is where you set the textures for your campaign map (i.e. Fertile, desert etc). There are 14 different ground types defined using different RGB values. The dimensions of this file should be twice the size of map_regions.tga + 1 pixel

    The RGB values are:
    Fertile Low - Grey-Blue (0, 128, 128)
    Fertile Medium - Light Green (96, 160, 64)
    Fertile High - Olive (101, 124, 0)
    Wilderness - Black (0, 0, 0)
    Mountains High - Light Brown (196, 128, 128)
    Mountains Low - Brown (98, 65, 65)
    Hills - Olive-Brown (128, 128, 64)
    Forest Dense - Dark Green (0, 64, 0)
    Forest Sparse - Green (0, 128, 0)
    Swamp - Bright Green (0, 255, 128)
    Ocean - Dark Maroon (64, 0, 0)
    Sea Deep - Dark Red (128, 0, 0)
    Sea Shallow - Red (196, 0, 0)
    Beach - White (0, 0, 0)

    map_heights.tga
    - This is where the 3D aspect of the campmap is determined.

    Ground must be shades of gray (Red = Green = Blue i.e. RGB(100 100 100)). The lighter the shade of gray, the higher the point on the campmap. Do not use RGB(0 0 0), the game takes this to be water, use RGB(1 1 1) for the lowest heights.

    Sea must be shades of blue (Blue = anything, Green = Red = 0). I think it is possible to use any shade of blue, but the existing campaign maps use RGB(0 0 253) so that’s a safe bet.

    map_regions.tga
    - Probably the most important file. It should be the size shown in desr_terrain.txt

    This is where the regions are defined. Each region has a different RGB value which is then stated in descry_regions.txt as I said earlier. Each province must have a town shown by a single black pixel RGB(0 0 0). This pixel must not touch another province. Ports are shows as a single white pixel RGB(255 255 255). These must be in contact with the sea. Ports are not necessary for the game to run.

    Each province must at least a city. This pixel may not touch or corner a different province.
    single pixel with R:0 G:0 B:0

    Ports are not necessary, even for coast provinces.
    single pixel with R:255 G:255 B:255

    When making your map, remember these requirements.

    Required landmass
    The engine requires a certain amount of landmass that is relative to the size of the campaign map. If that amount is not present than the campaign will crash before loading.

    Jerome posted:

    A few other caveats about regions:
    - they should be 'convex' (one landmass, no inaccessible areas)*
    - they should have only one settlement and only one port
    - all land tiles should be part of a known region
    - each non-sea region should contain at least some fertile tiles
    - continuous sea surfaces should form one region
    - the maximum number of regions supported is 200
    - the distance between the centres of any two adjacent regions should not exceed 50 tiles*

    *: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.

    map_roughness
    - When it comes to this file, I am ignorant as to what it does, someone could help me out to finish this guide? I know that it has to be twice the size as map_regions.tga.

    map_trade_routes.tga
    - Again, not sure what this does. It should be the same size as map_regions.tga

    radar_map1.tga
    - This is the minimap for the campaign. It should be the same size as map_regions.tga

    radar_map2.tga
    - This is the map shown during faction selection. It should be twice the size as regions.tga

    water_surface.tga
    - This is a texture for the surface of the water, you won’t need to edit this.


    _________________________________________________________________



    Step 3:- Editing and adding new provinces (in detail)

    This post seems very long, but reading it once is enough. Once you get the hang of it its easy.

    This section of the guide can be a bit hard to follow as at some points you will have to do separate things if you are editing provinces or if you are adding a new province. The bits of this guide which are unique to editing provinces are in blue, and the bits which are unique to adding a new province are in red. Anything in black applies to both. Hope you can follow it:

    Editing the size/shape of existing provinces / adding the shape of a new province to the map:

    If all you want to do is edit the shape/size of a province, this section is enough.
    To add a new province completely you will have to do this section and the next sections.

    There couldn’t be anything easier than editing existing provinces. Adding new provinces is a bit more complicated but the principles are the same. Open up map_regions.tga in a picture editor.

    As you can see, the image consists of a different RGB value representing each province. Each province has a black dot in it. This is where the town in that province will appear. There is sometimes a white dot where ports will appear. Sea is represented by light blue RGB(41 140 233)

    To edit a province simply use the colour of the province you want to edit and change the size and shape of the province.

    Make sure you use the same RGB value as for the rest of the province, make sure you have at least one and no more than one black pixel RGB(0 0 0) where the town will be. Remember that this pixel cannot touch another province (it must be surrounded by pixels of the colour of the province). Be wary about changing the position of the town. If you place it in an invalid place (i.e. up a mountain) you will get an error. Ports are not strictly necessary even for coastal provinces. They must touch the sea.


    To add a new region just choose a colour (make sure it’s a colour that hasn’’t been used yet) and draw in your province. Remember, each province need one and no more than one town (single black pixel), and remember the recommendations Jerome posted:

    A few other caveats about regions:
    - they should be 'convex' (one landmass, no inaccessible areas)*
    - they should have only one settlement and only one port
    - all land tiles should be part of a known region
    - each non-sea region should contain at least some fertile tiles
    - continuous sea surfaces should form one region
    - the maximum number of regions supported is 200
    - the distance between the centres of any two adjacent regions should not exceed 50 tiles*

    *: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.

    If all you’ve done is edit an existing province, make sure you have deleted map.rwm and run the game. The province should be edited.

    To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step

    Nothing new so far, and that should be fairly easy.
    Now for some extra info:

    Editing / Adding the culture resources and stats of provinces:

    To edit / add resources and cultures open up descr_regions.txt.

    Here there should be a list of all the provinces on the map. The format for this list goes something like this:

    Province_Name
    --------- Town_Name
    ---------Culture (Faction)
    ---------Culture (Rebels)
    ---------Red Green Blue values separated by spaces
    ---------Resources separated by commas
    ---------Triumph point value
    ---------Basic farm level

    Now I’ll go through what each one does:

    Changing the names of existing provinces as they appear on the campaign map is not done in this file. The names given here are just references for the program and as you can see contain no spaces (Though they may contain underscores). I’ll come back to editing names further on.

    The cultures define how loyal the people will be to nations that govern them and how they will rebel.
    Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
    Culture (Rebels) determines which rebel faction the people of the province will join if they rebel. A list of all the rebel factions can be found in rebel_factions_descr_enums.txt in the ‘data’ folder.

    The RGB value is, as I have already said, the RGB value of that province in map_regions.tga. For editing existing provinces you shouldn’t edit this if you are editing an existing province.

    The resources are separated by commas and spaces.. Here is a list of existing resources:

    Normal resources:
    iron
    wine
    marble
    timber
    glass
    gold
    grain
    lead
    amber
    camels
    silver
    textiles
    pottery
    hides
    olive_oil
    elephants
    camels
    copper
    purple_dye
    incense
    silk
    tin
    wild_animals
    slaves
    dogs
    pigs

    Hidden resources
    Sparta

    If you don’t want the province you are editing to have any resources, simply type ‘none’ here.

    I don’t know what the triumph point value is.

    The basic farm level is how good at farming this province is. The higher the basic farm level, the more money you will get from building farming buildings.

    Here is an example province. Yours should look something like this:

    Tribus_Alanni
    ---------Campus_Alanni
    ---------scythia
    ---------Alans
    ---------177 170 58
    ---------silver, dogs, pigs
    ---------5
    ---------3

    To edit the cultures or resources just change the stats and save

    To add a new province go to the bottom of the list, and add a new province. Remember:

    Province_Name
    ---------Town_Name
    ---------Culture (Faction)
    ---------Culture (Rebels)
    ---------Red Green Blue values separated by spaces
    ---------Resources separated by commas
    ---------Triumph point value
    ---------Basic farm level



    Changing/adding the ownership, town level and buildings in a settlement,

    This part of the guide contains a lot of ‘I think’ could someone please confirm what I’m saying, it will put my mind at rest.

    Open up descr_strat.txt

    As I said in the ‘Knowing the Files’ section, in this file it is possible to change the start/end dates, the playable/unplayable/unlockable factions. It is also possible to move around the 3D objects on the map such as the resources and the wonders of the world. It is also possible to change the armies, family members, agents and family tree of a faction. Most of these things will be self evident, but I’m going to skip them to get on to modding provinces.

    Some of this will be self evident also, but I want to make this guide as simple to follow as possible so I’m going into detail:

    Scroll down or search for:

    ;>>>> start of factions section

    Here you should see a list of all the factions, within each faction area, there is a list of all the settlements, and then a list of all the family members and their armies, then a list of their agents, then a list of their ships and finally the info about their family tree. As I said, I’m going to concentrate on the settlements.

    This is the basic format of a settlement (Note, the words in square brackets [] are my explanations:

    settlement
    {
    ---------level
    ---------region

    ---------year_founded
    ---------population
    ---------settlement_tax
    ---------plan_set
    ---------faction_creator
    ---------building
    ---------{
    ------------------[This is where the list of the buildings go]
    ---------}
    }

    The level is the size of the town, i.e. city or large_town. The possible values are:
    village
    town
    large_town
    city
    large_city
    huge_city

    The region is simply the province in which the town is.

    I don’t know what year_founded does. All the existing towns have 0 as the value here.

    Population is the number of people. If you want your towns to be villiages, then they can have a huge population.

    I think that with the settlement_tax, the higher the number, the more money you get from taxation (I think, but it seems that every existing town has a value of 51)

    The plan_set is the layout of the town in battle.

    The faction_creator determines the appearance of the town, i.e. the barbarian towns look different to the roman ones.

    The list of buildings takes this format:

    ---------building
    ---------{
    ------------------Type [Type of building] [Name of building e.g. muster_field]
    ---------}

    The type of building is its category as in export_descr_buildings.txt in the ‘data’ folder. This includes:
    Core_buildings
    defenses (notice that CA can’t spell defences)
    barracks
    equestrian
    missiles
    market
    smith
    port_buildings
    health
    hinterland_farms
    hinterland_roads
    hinterland_mines
    academic
    amphitheatres
    theatres
    despotic_law
    caravans
    taverns
    temple_of_battle
    temple_of_battleforge
    temple_of_farming
    temple_of_fertility
    temple_of_forge
    temple_of_fun
    temple_of_governors
    temple_of_healing
    temple_of_horse
    temple_of_hunting
    temple_of_justice
    temple_of_law
    temple_of_leadership
    temple_of_love
    temple_of_naval
    temple_of_one_god
    temple_of_trade
    temple_of_victory
    temple_of_violence
    temple_of_viking
    temple_of_horse2

    The name is its name as in export_descr_buildings.txt
    To add another building just repeat this format. For example:

    ---------building
    ---------{
    ------------------Type barracks muster_field
    ---------}
    ---------building
    ---------{
    ------------------Type core_building governors_villa
    ---------}

    To edit a province, just scroll down till you find it, or search for the name of the province it is in (e.g. Latium not Rome), and change the stats. Save the file, make sure you’ve deleted map.rwm and run the game.

    To add a new province, find the faction you want to add it to (If you don’t want to give it to a faction add it to slaves) and scroll to the bottom of the list. Add your faction using the formatting I gave above:

    settlement
    {
    ---------level
    ---------region

    ---------year_founded
    ---------population
    ---------settlement_tax
    ---------plan_set
    ---------faction_creator
    ---------building
    ---------{
    ------------------[This is where the list of the buildings go]
    ---------}
    }

    Now there’s only one more thing to do before you’re province is playable.



    Changing/adding the name of a province as it appears on the campmap


    Open up my_campaign_regions_and_setlement_names.txt in the data\text folder.

    Here you should see a list of all the references used by the comp surrounded by curly brackets {} and then three indents (tab) and the name that appears in game.

    e.g.
    {Britannia_Inferior}---------------------------Britannia Inferior

    To edit the name as it appear on the campmap simply edit the right hand column.

    To add your province at the bottom of the list add this (with your own names):

    {my_province}---------------------------My Province
    {my_town}---------------------------My Town


    Save and quit.

    You’re new province should now be working. Make sure you’ve deleted map.rwm and run the game.


    _________________________________________________________________




    Section four: Resizing the campaign map (in detail)

    Resizing your campaign map is a fairly easy procces. First, open up map_regions.tga. Resize the canvas to the dimensions you want.
    I recommend that you resize from the top right hand corner, as all measurements in descr_strat.txt are measured from the bottom left hand corner. If you want to resize in another direction, you will have to change all the co-ordinates in descr_strat.
    I recommend you fill this new area with sea colour. You can always edit it later.

    Now take a note of the new dimensions (in pixels) of map_regions.tga.

    Open up desc_terrain.txt. Here you should see the x and y dimensions of the map. These are the dimensions of the map_regions.tga. Edit these so that they match the size of your map. Save and Quit.

    Now you have to edit these files:
    disasters.tga
    map_climates.tga
    map_features.tga
    map_ground_types.tga
    map_heights.tga
    map_regions.tga
    map_roughness.tga
    map_trade_routes.tga

    You have to resize them to the right proportions. Remember to resize from the top right hand corner (i.e. add canvas to the top and right hand sides).

    Remember the dimensions of the files:
    disasters.tga - The same size as map_regions.tga
    map_climates.tga - Twice the size of map_regions.tga + one pixel
    map_features.tga - The same size as map_regions.tga
    map_ground_types.tga - Twice the size of map_regions.tga + one pixel
    map_heights.tga - Twice the size as map_regions.tga + one pixel
    map_roughness - Twice the size as map_regions.tga.
    map_trade_routes.tga - The same size as map_regions.tga
    radar_map1.tga - The same size as map_regions.tga
    radar_map2.tga - Twice the size of regions.tga

    As in map_regions, you should make this new area sea colour. This is not the same for every file, and some files do not require a specific colour for the sea. It should be easy enough for you to do.

    Delete map.rmw, and run the game.



    NB: A new map.rmw will be generated every time you run the campaign, you must delete it EVERY time. If a new one isn't generated, then it is probably an error in the tga's.


    Good Luck,
    Myrddraal
    Last edited by Myrddraal; 07-05-2007 at 14:57.

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  2. #2

    Default Re: Making a new campaign map.

    Wow thats soooooo handy, thanks mate
    just one thing, im presuming that with enough work you can TOTALLLY change the map ie make a brand new one?

  3. #3
    Squirrel Watcher Member Sinner's Avatar
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    Default Re: Making a new campaign map.

    Good post, Myrddraal.

    Only one addition I can think of right now... if setting a resource in descr_regions.txt
    that you intend to be hidden, eg. Sparta in the unmodded Imperial Campaign, to allow province/region-specific units, you must also add the resource to the hidden_resources line at the beginning of export_descr_buildings.txt.

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  4. #4
    Modder Member Encaitar's Avatar
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    Default Re: Making a new campaign map.

    Just one little error I spotted:
    Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps (i.e. from one pixel, down one pixel, across one pixel). You can have a square of river (i.e. 2 by 2 pixels) and a river must have a source. You can have a river that splits, but it cannot re-join itself.
    That should be "You cannot have a square of river". CTDs if you do

    Good job though.
    Encaitar Arandur

    Middle-earth: Total War Dev

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  5. #5
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Making a new campaign map.

    EDIT: I have merged the two important posts into the first post for easier access. The two posts are divided by a line.

  6. #6
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Making a new campaign map.

    Accidental post.

  7. #7
    Squirrel Watcher Member Sinner's Avatar
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    Default Re: Making a new campaign map.

    A couple of notes...

    Hidden resources: these can be any unique reference, with a maximum of 64. A resource is declared as hidden in export_descr_buildings.txt.

    Settlement level: can also start as huge_city.

  8. #8
    Member Member Csatadi's Avatar
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    Default Re: Making a new campaign map.

    How can I make a lake?
    I modified ground_types but it seems another change is needed.

  9. #9

    Default Re: Making a new campaign map.

    Maybe year founded will enable settlements to 'appear' like if you start the mod in 250BC and you have a settlement that appears in 200BC maybe it won't be there for the first fifty years?

    Just a thought,
    (Tom) Clare
    "Ad majoram Dei gloriam"

  10. #10
    Wandering Historian Member eadingas's Avatar
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    Default Re: Making a new campaign map.

    No, it doesn't do anything, I'm afraid. I've tried.
    I'm still not here

  11. #11

    Default Re: Making a new campaign map.

    Can anyone tell me where the textures for the ground types are? And also describe the climate types to me?

  12. #12
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Making a new campaign map.

    This is just a copy from the guide:

    The 12 different climates are:
    Sub-Arctic - Dark Green RGB(0, 166, 81)
    Alpine - Green RGB(57, 181, 74)
    Highland - Light Green RGB(141, 198, 63)
    Swamp - Yellow RGB(255, 242, 0)
    Deep Temperate Forest - Light Orange RGB(247, 148, 29)
    Light Temperate Forest - Orange RGB(242, 101, 34)
    Infertile Temperate Grassland - Red RGB(237, 28, 36)
    Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91)
    Mediterranean - Pink RGB(236, 0, 140)
    Semi-Arid - Blue RGB(0, 114, 188)
    Sandy Desert - Dark Purple RGB(102, 45, 145)
    Rocky Desert - Mauve RGB(146, 39, 143)

    I don't know where the textures are, if you find out, could you post as I would like to know too.

  13. #13
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Making a new campaign map.

    I've completed step 1, but I can't run the campaign map. When I select a faction and choose to play it, the loading screen appears, but when the loading bar is full the game will CTD every time.

    I tried to delete:
    map.rwm
    map_heights.hgt

    but it still didn't work. BTW map.rwm didn't exist so I couldn't delete it. What have I done wrong?
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  14. #14
    Eliminated Faction Heir Member Laridus Konivaich's Avatar
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    Default Re: Making a new campaign map.

    richyg13: since it is a CTD at the loading bar, the issue is not caused in beuilding map.rwm, that is finished before the loading bar starts, from my observations. I can't think of very many knwon things that cause a ctd after the load bar. One time I had a fleet placed in a forest, which caused a ctd there. I think that this could be caused by some syntax errors. You might try adding more land, in case there is too much water on the map. I have experienced that error before after the loading bar.
    Map designer for the Age of Hellas Mod: Age of Hellas Forum

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    Two posts later:
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  15. #15
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Making a new campaign map.

    Legio, if you've only just started, use this:
    You can save a lot of time by downloading Duke Johns basic campaign. Its not quite all grass, it has some sea at the edges. This would save you a lot of time...
    https://forums.totalwar.org/vb/showp...604&postcount=2

  16. #16
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Making a new campaign map.

    Link is corrupt... BTW I think I've found an alternative way of making a campaign map, which I think works too. Thanks anyway I'll stop by here if the other method didn't work...
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  17. #17
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Making a new campaign map.

    Do you mean the editor? There is no other way, the editor just help you do what this tutorial explains

  18. #18

    Unhappy Re: Making a new campaign map.

    I know this has benn already brought forward by many but also i cannot get my "modified" campaign to work. All ive done is added a new province called Padania with the city of bononia between Etruria and Venetia.( in a new campaign)
    I did this using the campaign map editor. I also edited all the text files( i think )
    including descr_strat ( given it to julii with general Luca and 2 town militia). I also deleted map rwm. As soon as i try to start a provincial campaign with the julii it goes back to the menu and if i start with scippi or brutii it CTD.
    Anyone got some advice

  19. #19
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Making a new campaign map.

    Quote Originally Posted by lewigi
    As soon as i try to start a provincial campaign with the julii it goes back to the menu ...
    When the game returns to the previous menu, -show_err gives you a message when exiting. This message probably will give the clue.

  20. #20

    Default Re: Making a new campaign map.

    Alright, after testing and testing and testing again, I found out that the CTD occurs when any unit walks in the region Bithynia... but I haven't edited anything about this region at all.
    I've experienced many errors during campaign editing, but this is the weirdest

    EDIT: Fixed
    Last edited by EEGamer4ever; 09-16-2005 at 17:01.

  21. #21

    Default Re: Making a new campaign map.

    "I don’t know what the triumph point value is." - Myrddraal

    In the Extended Greek Mod, you would need a Victory Monument to build epic stone walls. Now, the thing is: this Victory Monument would only appear in certain cities, after certain victories. (I didn't really care for the Monument, since I always would eliminate it's function.) So maybe this triumph point value allows a Victory Monument to be build?
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  22. #22
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Making a new campaign map.

    Is there a correct way of dealing with the one pixel difference between the map_regions.tga and a half sized map_heights.tga?

    We're using satellite info to make a new map, satellite info has lovely detailed coastline. Tryed starting using this for the map_heights then reducing down to map_regions and filling in region colours but couldn't get this version to work at all.

    2nd attempt shrunk satellite info to map_regions size first, then expanded it back to map_heights size, this ran OK but had chunky coastline because of the simplification. (If this is the way you're meant to do it, are there any rules about how far and in which direction you can go in adding detail to the coastline on map_heights?)

    3rd attempt as 2nd but then pasted detailed version of satellite map back in to map_heights, this worked eventually but there was a misalignment on various points around the coast (not consistent) that gave loads of can't build port / settlement errors that then had to be amended on the corrected_regions.tga.

    All above was experimenting using the same .txt regions as an existing mod so we didn't have to change text files too much, we're just about to start building the map for our mod so would be grateful for advice.
    Not used mods before? Looking for something small and fun?!
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  23. #23

    Default Re: Making a new campaign map.

    defenses (notice that CA can’t spell defences)

    American spelling:)

  24. #24

    Default Re: Making a new campaign map.

    HI,
    I am new at modding, and i have a few problems. I read the tutorial of this thread, and read it again and again... (i will tell you my problem later, now i will say the steps i followed to add an province and citie )

    Notice: i want to mod the mod EB...

    1st: i maked an folder at the data/world/maps/campaing with name Campaing...
    So then i copied all the files (and folders) from imperial campaing, and base and pasted it at the Campaing folder that i maked. After i copied the Imperial_campaing_regions_and_settlement_names.txt, and named it Campaing_region_and_settlement_names.txt. Then I started the game and go to the campaing chose. I choosed Provincial Campaing,and then Campaing. I select it and it started. Normal and ok!
    2nd: I open the file MAP_REGIONS.TAG and i maked orange (252 168 92) the area that i wanted to add the province. i painted the area, and then i added the black pixel (for sure i put it in a place that has much orange ) and no white, for harbor because it isnt nessecary. Then i go to the descr_regions.txt and added at the bottom:

    Ditiki_Peloponnesos
    Patra
    greek_cities
    Peloponnesioi
    252 168 92
    gold, wine
    5
    3

    Saved and quited...
    Then i go to the descr_strat.txt and go to the Koinon Hellenon and added:

    settlement
    {
    level large_town
    region Ditiki_Peloponnesos

    year_founded 0
    population 2500
    settlement_tax 51
    plan_set greek
    faction_creator greek_cities
    building
    {
    type core_building governors_villa
    }
    building
    {
    type defenses stone_wall
    }
    building
    {
    type hinterland_farms farms+1
    }
    building
    {
    type hinterland_farms2 granary
    }
    building
    {
    type hinterland_mines mines
    }
    building
    {
    type port_buildings port
    }
    building
    {
    type navy_port naval_bay
    }
    building
    {
    type market forum
    }
    building
    {
    type amphitheatres game_field
    }
    ;WG building
    ; {
    ; type theatres theatre
    ; }
    ;WG building
    ; {
    ; type Barracks_I muster_field_I
    ; }
    building
    {
    type smith blacksmith
    }
    ;WG building
    ; {
    ; type hinterland_roads roads
    ; }
    building
    {
    type temple_of_forge temple_of_forge_temple
    }
    building
    {
    type uniques3 law1
    }
    }

    After that i go to the data/text Campaing_regions_and_settlements_names.txt and go to the bottom of the script and added

    {Ditiki_Peloponnesos} Ditiki Peloponnesos
    {Patra} Patra

    Thats it. Then i started the game and go to the Provincial Campaing, at the campaing choose. I selected the Campaing that i made... I press it and it begins to load but it stoped and throws me out to the desktop... No error messenge. I use the show_err (EB had it automaticly). I Changed position of the black dot, i changed the position of the provincial, i tried again and again but nothing... Then i re-entered at the Campaing_region... .txt the edit that i did, but nothing, then i deleted the {Patra} Patra
    but the same thing... What do i wrong??? What i forrgot , what i missed????

    I know that u are like that now
    But i tried so much times that i will be soon like crazy

    I sorry that i spam
    There are no Crimes in War!
    We can learn even from the enemy!

  25. #25
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Making a new campaign map.

    I haven't looked at your post in a great deal of detail - but I have a strong suspicion that EB might already have the maximum number of regions.

    In which case you can not add any more. If you have a program like PaintShopPro that will tell you the number of unique colours used in a tga - check the map_regions.tga if it already has 202 you can't add any more regions.

    If you can't find out that way it might be worth asking in their forum, they will know if they are at the maximum or not and I'm sure would tell you.
    Not used mods before? Looking for something small and fun?!
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  26. #26

    Default Re: Making a new campaign map.

    I tryied to make it at BI and nothing... and i am sure that there are no max provinces.
    Maybe the modding for citie goes not cause of Gold Edition that i have?
    There are no Crimes in War!
    We can learn even from the enemy!

  27. #27
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Making a new campaign map.

    AlexTheGood, you said you were modding the mod EB, I have checked with them for you they have confirmed:
    The max number of regions is 199 provinces + 1 sea region. EB is at the maximum allowed with 199 provinces + 1 sea region.
    This is the hard coded limit for the game - you can not add any more provinces to that mod, though you could move existing ones around and rename them.

    It will have nothing to do with whether you have gold edition or not.
    Not used mods before? Looking for something small and fun?!
    Download the:

  28. #28

    Default Re: Making a new campaign map.

    Hey Everybody,

    I am running an experiment in resizing with the Mundus Magnus map, following the instructions, especially step 4, at the start of this thread.

    Starting from a MM campaign that works, I have prepared a new provincial campaign by resizing all the relevant .tga files and adjusted the descr_strat file accordingly, but when I try to run it I select a faction, click to start the campaign when it CTDs. No error message or map.rwm is generated.

    I think this is caused by the map_features, heights and ground_types .tga files not matching up exactly, but I'm not sure. Can anyone help?

    Last edited by the pasta king; 08-07-2007 at 19:37.

  29. #29
    Auxilia Member Herennius Volsinius's Avatar
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    Default Re: Making a new campaign map.

    Quote Originally Posted by Myrddraal
    map_ground_types.tga

    Beach - White (0, 0, 0)
    That should be: Beach - White (255, 255, 255)
    Proud member of Asia ton Barbaron

  30. #30

    Default Re: Making a new campaign map.

    hum... well read the stuff on the 1st post, and did them correctly, modded the map on adobe photoshop CS2... but when opening a new campaign this messge pops up:

    "script error ( the folder ) could not create settlement"

    my 1st attempts at creating settlements were in scandinavia and cerdeña.. ( 1 at a time, but i always got the same stuff of "invalid tile"... so i chose campus sarmatae, which is a huge plain, to make a big square ( not cutting campus sarmatae, dont worry... and well.. it wont work.. i ll make a screenshot


    ... hum... cant figure out how to browse an image and insert it.

    well.. anyway... i need help.


    Thanks, Birdman.

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