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Thread: Geomod Tool for Mapping

  1. #1961
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    No guarantee. A one region map will load in Geomod but will hopelessly crash in the game - you need 15-25 equally sized regions minimum, depending on size of the map. A map_features with river errors will load and so will a map_regions with RGB mismatches.

    Geomod doesn't have to generate the map, it simply displays it's components in a layer mode.

    Finding the RGB mismatch in map_regions: make a backup of the Geomod files, open Geomod and delete all regions except the last one (which Geomod won't let you delete). Save and then open in an editor and check for mismatched colors. I usually color the map red\green for landmass and water respectively, that shows up any other color that isn't supposed to be there.
    This is my major reason of using Geomod: before that it was either hours before the error could be found or the whole map_regions had to be redone.










  2. #1962
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Geomod Tool for Mapping

    I'll give that a shot. I'm not sure if its the regions file or one of the others that is causing the crash. I'm actually enlarging an existing map so I've enlarged them to their new size in photoshop (using nearest neighbour as the resampling technique). It loads up in Geomod fine but CTDs when trying to start a campaign.

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  3. #1963
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    Default Re: Geomod Tool for Mapping

    Make sure the non region pixels are the correct size (settlement, port, rivers etc).

    I am not sure what the proper setting is for resizing in Photoshop, but I will assume that it is the same as "scale image\quality\interpolation\none" in GIMP.
    Last edited by Gigantus; September 28, 2011 at 04:42 AM.










  4. #1964
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    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by Gigantus View Post
    Make sure the non region pixels are the correct size (settlement, port, rivers etc).
    Yep made sure of that. Went through and made all ports and settlements 1 pixel manually in photoshop. I made the features map completely black so I could get the map up and running before worrying about rivers

    I am not sure what the proper setting is for resizing in Photoshop, but I will assume that it is the same as "scale image\quality\interpolation\none" in GIMP.
    Pretty much. It doesn't resample so much as just use the pixel next to it for values.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #1965

    Default Re: Geomod Tool for Mapping

    When I start geomod, it says data/text/strat.txt is absent. How can I fix that?
    Last edited by Tritus; October 01, 2011 at 05:27 PM.

  6. #1966
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    Default Re: Geomod Tool for Mapping

    You should find that file in the ...\Medieval II Total War\tools\Geomod\M2TW_files\data\text folder.










  7. #1967

    Default Re: Geomod Tool for Mapping

    Gig, concerning SS 6.4 files and core_buildings showing only hansa... I've tried looking into it and all I could find is that in SS 6.4 EDB & export_buildings, hansa is defined as a plugin, while other core buildings are not.
    I've attached those 2 files if anyone wants to take a closer look.

    Author of the ---== Knights Templar Mod ==---
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  8. #1968
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    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by Lord_Calidor View Post
    Gig, concerning SS 6.4 files and core_buildings showing only hansa... I've tried looking into it and all I could find is that in SS 6.4 EDB & export_buildings, hansa is defined as a plugin, while other core buildings are not.
    I've attached those 2 files if anyone wants to take a closer look.
    You lost me there, what was the problem? (Geomod doesn't recognize plug-ins afaik)










  9. #1969

    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by Gigantus View Post
    You lost me there, what was the problem? (Geomod doesn't recognize plug-ins afaik)
    SerbianHussar noted this, check this post:
    http://www.twcenter.net/forums/showt...20#post9857620

    It's weird that while hansa is the only building labeled as plugin, it's the only core building Geomod recognizes...

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  10. #1970
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    Default Re: Geomod Tool for Mapping

    Right, that one.

    My guess: Geomod is not set up for plugins and the formatting messes up it's programming.
    Suggestion: Make a copy of the EDB without the plugin and use that one then when working with Geomod. A simple renaming between the two EDBs migth be cumbersome, but appears the only way to fix this. Remove the second plugin as well (c_hansa).










  11. #1971

    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by Gigantus View Post
    Right, that one.

    My guess: Geomod is not set up for plugins and the formatting messes up it's programming.
    Suggestion: Make a copy of the EDB without the plugin and use that one then when working with Geomod. A simple renaming between the two EDBs migth be cumbersome, but appears the only way to fix this. Remove the second plugin as well (c_hansa).
    That did it. I just semicolon'd all the plugins hansa lines and now I can select all the walls and castles.
    Great, thnx Gig!

    Author of the ---== Knights Templar Mod ==---
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  12. #1972
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    Default Re: Geomod Tool for Mapping

    One is glad to be of service










  13. #1973
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: Geomod Tool for Mapping

    For some reason every time I try opening BinEditor it says: Windows cannot access the specified device, path or file. You may not have the appropriate permissions to access the item.
    How do I fix this? I already checked the properties of it and it says I do have all the permissions necessary.



  14. #1974
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    Default Re: Geomod Tool for Mapping

    Maybe a faulty installation. Download the installer again and try again. Apply this tutorial as well from step 3 onward, just for good luck.










  15. #1975
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    Default Re: Geomod Tool for Mapping

    Thanks it is working now.



  16. #1976
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    Default Re: Geomod Tool for Mapping

    Glad to hear, enjoy the modding with it.










  17. #1977
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    Default Re: Geomod Tool for Mapping

    for geo mod to work wich file do i click on the mediveal 2 kingdoms exe? or a diffrent file :/

  18. #1978
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    Default Re: Geomod Tool for Mapping

    Check my manual, you may also wish to use my Bare Geomod base installation to first experiment with the tool.










  19. #1979
    Deutschland's Avatar East of Rome Mod Leader
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    Default Re: Geomod Tool for Mapping

    Geomod gets bugged when you enter values higher than 20 for

    horde_min_units
    horde_max_units

    Could you please correct it so I won't have to do it manually every time? Thank you!

  20. #1980
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    Default Re: Geomod Tool for Mapping

    You cannot have values higher then 20 as you cannot have more units then that in one stack.

    See page 32 in the manual for more details.
    Last edited by Gigantus; October 25, 2011 at 07:21 AM.










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