# Thread: Geomod Tool for Mapping

1. ## Geomod Tool for Mapping

Geomod Tool for Mapping

Hello everyone. I'm glad to tell you that a tool has been recently released.

The aim of this tool is to make mapping easier. You can create a entire map with just the tool : new settlements, map from scratch, changing heights, moving characters etc.

For now the tool is in French, English and German and this is just a open beta (v 0.3.6), so not everything can be done with it, but be patient this is just a question of time

An english translation is available (but only for the old version)

Tutorial for Geomod : Adding a new settlement. By Nakharar

Creating a World - The Geomod Manual by gig

This tool has been codded by Octavius. Translated from french by gigantus.

-----How To Use It (french version)------

2-Launch the installer
3-Run the tool via the exe

Old Versions

- 2 Extract it in your Medieval II Total War folder
- 3 Launch Geomod.exe
- 4 Select the map you want to mod (Medieval II Total War folder = vanilla map, teutonic folder = teutonic map)
- 5 Use the tool

Ps : I recommand you to make sav of your previews maps in case you did errors . I also warn you that Geomod is today not perfect and might have some bugs.

------How To Use It (english version)------

General:

1. Replaced all files in the M2TW_files folder with the English versions
2. Extracted and converted icons from GeoMod and BinEditor for use with the installer
3. Put everything into this installer

Note:
Have a look in the M2TW_files folder to see which files the program needs. Explore the folder with the program to your heart's content.

Installation:
- The installer will automatically detect your installation of M2TW and then install the program into the M2TW\tools subfolder.
- Shortcuts for GeoMod and BinEditor will be put on the desktop[/quote]

"I came across a bug:" (gigantus)

Reason: some of the M2TW files were read-only

Might need a subroutine to check that.

------Also In-----
When you will extract your geomod.zip you'll find another exe which is bineditor.exe. This is another tool that allows you to edit your string.bin files without having to convert them

-----News from the new version-----
You can now manage all ressources with items to make the task easy.

Moreover, you can also start to manage characters on the strat map : move, delete, and coordinate.
For now things like "reset", "confirm" or "add" are still not possible.

There's also some new fix, some bugs corrected.

Other screens :
[center]

2. ## Re: Geomod Tool for Mapping

Geomod 0.6.18 FR = French (includes BinEditor 3.0)
Geomod 0.6.18 DE = German (includes BinEditor 3.0)
Geomod 0.6.18 EN = English (includes BinEditor 3.0)
Geomod 0.6.18 IT = Italian (includes BinEditor 3.0)
Geomod 0.6.18 TK = Turkish (includes BinEditor 3.0)

Bare Geomod - a base 'vanilla' mod folder (fully kingdoms compatible) for use with Geomod

The Geomod Manual by gig - still a WIP, but already quite comprehensive and detailed.

.

3. ## Re: Geomod Tool for Mapping

It works so ?

Did you try the tool ?

Test :
DL

4. ## Re: Geomod Tool for Mapping

DLd and love it. Just wish my French was better. Have to use Babelfish for some translating I guess. This should make placing the ports and cities easy.

Which program do you use to open the program files for translation?

Oh yeah: the bin editor doesn't maximize, would be easier to work with.

5. ## Re: Geomod Tool for Mapping

The tool was codded with PureBasic, BinEditor just works for string.bin files for Med2

6. ## Re: Geomod Tool for Mapping

BinEditor just works for string.bin files for Med2
What I meant: it works, but you cannot enlarge the window to see all the text that you are working with.

Just opened the program files with notepad++, just have to figure out the language, BASIC?

7. ## Re: Geomod Tool for Mapping

It is PureBasic, here is the official site of this programming language : http://www.purebasic.com

8. ## Re: Geomod Tool for Mapping

Seems very good great job octavius but only if it was in English....

9. ## Re: Geomod Tool for Mapping

It will be translated in English later, it is only the beta version.

10. ## Re: Geomod Tool for Mapping

Originally Posted by Octavius
It is PureBasic, here is the official site of this programming language : http://www.purebasic.com
How do I proceed after I have translated all the necessary (GUI interface lines) files?

11. ## Re: Geomod Tool for Mapping

The program is throwing all kinds of errors, even with the original files. Maybe there are some limitations with the demo version.

I have edited all the files from the French GUI text to English, see the attachment.

Maybe Octavius could compile the English version from it?

12. ## Re: Geomod Tool for Mapping

The program is throwing all kinds of errors
Well, me, I ran it and said it couldn't find some (10 or something) files...

13. ## Re: Geomod Tool for Mapping

I'll try to recompile it this evening with your english files.

Yes there are limitations of the demo version of PureBasic, if I remember you can't compile more than 500 lines of code and you can't use the API windows functions.

14. ## Re: Geomod Tool for Mapping

Well, me, I ran it and said it couldn't find some (10 or something) files...
Yes that's why I wrote :
Ps : I recommand you to make sav of your previews maps in case you did errors :wink:. I also warn you that Geomod is today not perfect and might have some bugs or might not be able to open all maps.

15. ## Re: Geomod Tool for Mapping

@ sinople
the translated files are in my post (#11) in the attachment.
I used Notepad++ to edit them.

@Romanus
This is the list of files that the program looks for (they have to be in the mod folder that you choose):
Code:
data\world\maps\base\map_climates.tga
data\world\maps\base\map_ground_types.tga
data\world\maps\base\map_heights.tga
data\world\maps\base\map_regions.tga
data\world\maps\base\map_features.tga
data\world\maps\base\descr_regions.txt
data\world\maps\base\descr_sounds_music_types.txt
data\world\maps\campaign\imperial_campaign\descr_strat.txt
data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt
data\world\maps\campaign\imperial_campaign\descr_win_conditions.txt
data\text\rebel_faction_descr.txt.strings.bin
data\text\religions.txt.strings.bin
data\text\imperial_campaign_regions_and_settlement_names.txt.strings.bin
data\text\expanded.txt.strings.bin
data\descr_sm_factions.txt
data\descr_rebel_factions.txt
data\descr_religions.txt
data\export_descr_buildings.txt

16. ## Re: Geomod Tool for Mapping

Ok, I'll wait for the recompiled version by Octavius

17. ## Re: Geomod Tool for Mapping

Do I have to unpack?

Yes I think

19. ## Re: Geomod Tool for Mapping

Here is the recompiled version. I debugged a few things and corrected a few translations. I also recompiled an english version for the BinEditor.

EDIT: I found another bug, I removed the zip.

20. ## Re: Geomod Tool for Mapping

Ah this is wonderful definatly come in handy for regions faction modding. if it could be more advanced you could modify to add a entire faction however is there a way to merge this with the 12 turns a year script? And how can i open the actual MTW2 in there?

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