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  1. #1

    Default Campaign from a small part for 1.4 BI

    I am copying the post by Monkwarrior to reflect the 1.4 map for this tutorial:

    https://forums.totalwar.org/vb/showthread.php?t=50447

    The end result will be:



    GENERAL REMARKS

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

    It must contain:

    \bi\data\world\maps\base

    descr_disasters.txt
    descr_regions.txt
    descr_regions_and_settlement_name_lookup.txt
    descr_terrain.txt
    map_climates.tga
    map_features.tga
    map_ground_types.tga
    map_heights.tga
    map_regions.tga
    map_roughness.tga
    map_trade_routes.tga

    delete map.rwm and map_heights.hgt
    files water_surface.tga and map_FE.tga were not modded.

    bi\data\world\maps\campaign\barbarian_invasion

    descr_events.txt
    descr_mercenaries.txt
    descr_strat.txt
    descr_win_conditions.txt
    radar_map1.tga
    radar_map2.tga

    files descr_harvests.txt, map_factionname.tga and all ingame_maps files were not modded.

    bi\data\text

    barbarian_invasion_regions_and_settlement_names.txt


    Once you have these files collected in a safe place other than their orginial location, you may continue.

    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.

    Also the hgt_converter.zip:

    http://www.totalwar.org/Downloads/Rt...ads/RTWupload/

    As an example we are going to make a map of the greek peninsula, with most of Minor Asia and Cyprus.
    Last edited by SirNateofWessex; 10-18-2005 at 04:43.
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

  2. #2

    Default Re: Campaign from a small part for 1.4 BI

    Please refer to the orginial tutorial by Monkwarrior for any images from Photoshop or Image Ready

    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.

    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, 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.

    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 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.

    //This step was skipped
    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.
    //End of step skipped

    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_burgundii.
    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.
    Last edited by SirNateofWessex; 10-18-2005 at 04:51.
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

  3. #3

    Default Re: Campaign from a small part for 1.4 BI

    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 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).

    //Step Skipped
    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.
    //End Step Skipped

    Process 6. The map_burgundii 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, 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.

    //Step Skipped
    File: water_surface.
    Dimensions of the slice: 256x170.
    Resize to 256x256.
    //End Step Skipped

    File: map_burgundii.
    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, map_features, map_trade_routes and radar_map1.
    Starting point: (110,0)
    Dimensions: 100x59.
    The results can be seen in Figure 6.

    Before we go on, please look at this image to see what regions I eliminated and plan according:



    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.

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

    File: map_burgundii.
    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.
    Last edited by SirNateofWessex; 10-18-2005 at 04:54.
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

  4. #4

    Default Re: Campaign from a small part for 1.4 BI

    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 radar_map1 in the same way.



    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_burgundii to 372 pixels width.

    //Step Skipped
    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.
    //End Step Skipped
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

  5. #5

    Default Re: Campaign from a small part for 1.4 BI

    TEXT FILES

    It's time to edit the text files.

    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
    }
    heights
    {
    	min_sea_height  -3122.256
    	max_land_height  7511.272
    }
    roughness
    {
    	min  50.000
    	max  200.000
    }
    fractal
    {
    	multiplier  0.500
    }
    lattitude
    {
    	min  22.000
    	max  56.000
    }
    2) descr_regions: if I aren't wrong, the map has 16 regions, with the original colors. Thus we must look for the correct names of the regions and delete all the other regions from the file.

    Code:
    ;
    ; regions list
    ;
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    Southern_Italy
    	legion: Italica
    	Tarentum
    	empire_west
    	Latins
    	198 13 174
    	silver, timber, wine, slaves, copper
    	5
    	9
    	christianity 70 pagan 30
    Illyricum_et_Dalmatia
    	legion: Illyricorum
    	Salona
    	empire_west
    	Illyrians
    	58 173 177
    	gold, timber, iron, olive_oil, wine, slaves
    	5
    	3
    	christianity 25 pagan 75
    Achaea
    	legion: Gemina
    	Athens
    	empire_east
    	Achaeans
    	58 177 106
    	silver, timber, iron, olive_oil, slaves, marble
    	5
    	9
    	christianity 40 pagan 60
    Macedonia
    	legion: Macedonica
    	Thessalonica
    	empire_east
    	Edones
    	177 58 145
    	gold, timber, slaves
    	5
    	10
    	christianity 75 pagan 25
    Moesia
    	legion: Flavia_Felix
    	Sirmium
    	empire_east
    	Paionians
    	131 33 100
    	slaves
    	5
    	7
    	christianity 50 pagan 50
    Thracia
    	legion: Claudia_Pia_Fidelis
    	Constantinople
    	empire_east
    	Thracians
    	218 246 61
    	gold, timber, slaves, bosphoran
    	5
    	10
    	christianity 75 pagan 25
    Creta
    	legion: Cretae
    	Kydonia
    	empire_east
    	Cretans
    	193 162 206
    	iron, slaves, purple_dye
    	5
    	7
    	christianity 45 pagan 55
    Asiana
    	legion: Asianae
    	Ephesus
    	empire_east
    	Phrygians
    	131 83 77
    	silver, timber, olive_oil, wine, slaves, marble, textiles
    	5
    	12
    	christianity 75 pagan 25
    Pontus_et_Bithynia
    	legion: Pontica
    	Sinope
    	empire_east
    	Paphlagonians
    	202 156 17
    	timber, iron, wine, slaves, bosphoran
    	5
    	10
    	christianity 70 pagan 30
    Cappadocia
    	legion: Fulminata
    	Caesarea
    	empire_east
    	Cappadocians
    	177 58 148
    	silver, slaves, lead, bosphoran
    	5
    	8
    	christianity 70 pagan 15 zoroastrian 15
    Galatia
    	legion: Galatiae
    	Ancyra
    	empire_east
    	Galatians
    	17 165 202
    	slaves, textiles
    	5
    	8
    	christianity 60 pagan 40
    Cilicia_et_Lycia
    	legion: Isaura
    	Tarsus
    	empire_east
    	Cilicians
    	17 202 52
    	silver, pottery, timber, slaves
    	5
    	10
    	christianity 70 pagan 30
    Syria_Coele
    	legion: Flavia_Firma
    	Antioch
    	empire_east
    	Syrians
    	13 244 165
    	iron, wine, slaves, textiles, incense, silk, camels
    	5
    	9
    	christianity 85 pagan 5 zoroastrian 10
    Phoenicia
    	legion: Gallicia
    	Sidon
    	empire_east
    	Palmyrans
    	33 131 128
    	timber, slaves, glass, incense, camels
    	5
    	9
    	christianity 85 pagan 5 zoroastrian 10
    Palaestina
    	legion: Palaestinae
    	Jerusalem
    	empire_east
    	Judaeans
    	244 13 29
    	olive_oil, wine, slaves, purple_dye, camels, berber
    	5
    	8
    	christianity 95 zoroastrian 5
    Cyprus
    	legion: Cyprica
    	Salamis
    	empire_east
    	Cypriots
    	126 144 111
    	gold, timber, slaves, purple_dye, copper
    	5
    	9
    	christianity 50 pagan 50
    3) barbarian_invasion_regions_and_settlement_names.txt: we must edit this file in Data\text. In this file we must have the same names as in descr_regions_and_settlement_names_lookup

    Code:
    ¬ Regions names generated by Romans Campaign Editor
    {Southern_Italy}			Southern Italy
    {Italica}			Italica
    {Tarentum}			Tarentum
    {Illyricum_et_Dalmatia}			Illyricum et Dalmatia
    {Illyricorum}			Illyricorum
    {Salona}			Salona
    {Achaea}			Achaea
    {Gemina}			Gemina
    {Athens}			Athens
    {Macedonia}			Macedonia
    {Macedonica}			Macedonica
    {Thessalonica}			Thessalonica
    {Moesia}			Moesia
    {Flavia_Felix}			Flavia Felix
    {Sirmium}			Sirmium
    {Thracia}			Thracia
    {Claudia_Pia_Fidelis}			Claudia Pia Fidelis
    {Constantinople}			Constantinople
    {Creta}			Creta
    {Cretae}			Cretae
    {Kydonia}			Kydonia
    {Asiana}			Asiana
    {Asianae}			Asianae
    {Ephesus}			Ephesus
    {Pontus_et_Bithynia}			Pontus et Bithynia
    {Pontica}			Pontica
    {Sinope}			Sinope
    {Cappadocia}			Cappadocia
    {Fulminata}			Fulminata
    {Caesarea}			Caesarea
    {Galatia}			Galatia
    {Galatiae}			Galatiae
    {Ancyra}			Ancyra
    {Cilicia_et_Lycia}			Cilicia et Lycia
    {Isaura}			Isaura
    {Tarsus}			Tarsus
    {Syria_Coele}			Syria Coele
    {Flavia_Firma}			Flavia Firma
    {Antioch}			Antioch
    {Phoenicia}			Phoenicia
    {Gallicia}			Gallicia
    {Sidon}			Sidon
    {Palaestina}			Palaestina
    {Palaestinae}			Palaestinae
    {Jerusalem}			Jerusalem
    {Cyprus}			Cyprus
    {Cyprica}			Cyprica
    {Salamis}			Salamis
    4) descr_regions_and_settlement_names_lookup: the same in this file, taking into account that here both the regions and settlement and legion must appear. This is the result:

    Code:
    Southern_Italy
    Italica
    Tarentum
    Illyricum_et_Dalmatia
    Illyricorum
    Salona
    Achaea
    Gemina
    Athens
    Macedonia
    Macedonica
    Thessalonica
    Moesia
    Flavia_Felix
    Sirmium
    Thracia
    Claudia_Pia_Fidelis
    Constantinople
    Creta
    Cretae
    Kydonia
    Asiana
    Asianae
    Ephesus
    Pontus_et_Bithynia
    Pontica
    Sinope
    Cappadocia
    Fulminata
    Caesarea
    Galatia
    Galatiae
    Ancyra
    Cilicia_et_Lycia
    Isaura
    Tarsus
    Syria_Coele
    Flavia_Firma
    Antioch
    Phoenicia
    Gallicia
    Sidon
    Palaestina
    Palaestinae
    Jerusalem
    Cyprus
    Cyprica
    Salamis
    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: just to simplify we will delete all the pools associated to a region in the map. They can be added afterwards if necessary.
    Last edited by SirNateofWessex; 10-18-2005 at 05:04.
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

  6. #6

    Default Re: Campaign from a small part for 1.4 BI

    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		barbarian_invasion
    playable
    	empire_east
    	empire_west
    end
    unlockable
    end
    nonplayable
    ;	sassanids
    ;	alemanni
    ;	saxons
    ;	franks
    ;	vandals
    ;	sarmatians
    ;	huns
    ;	goths
    ;	romano_british
    ;	celts
    ;	burgundii
    ;	lombardi
    ;	roxolani
    ;	ostrogoths
    ;	slavs
    ;	berbers
    ;	empire_east_rebels
    ;	empire_west_rebels
    ;	slave
    end
    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. We will delete all entries for every faction except the 2 roman factions.

    d) Setting the positions to the characters:
    With the 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. It is a good idea to go to Image > Rotate Canvas > Flip Vertically. That way we get the right coordinates.

    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 every settlement. You can right down all the province names, their RGB color and right down all the coordinates. The rgb colors can be found in descr_regions.txt.
    Please Note: I do not work for Creative Assembly or Sega.

    https://www.youtube.com/user/itsmymillertime
    Latest Video: #224 2v2 MP Siege Shogun 2 Commentary
    Added: September 5, 2011

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