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Thread: Nakharar's Basics: Regions with Geomod

  1. #141
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Nakharar's Basics: Regions with Geomod

    Give me your map_heights, map_regions and a pic indicating where you want the port and I 'll have a look.










  2. #142

    Default Re: Nakharar's Basics: Regions with Geomod

    Here are the original map_heights and map_regions. It doesn't matter where the port is, as long as it appears. I tried to keep the port away from the city because there is a river with two branches that surround the city and then flow into the sea and I was worried that would cause a problem.
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  3. #143
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    Default Re: Nakharar's Basics: Regions with Geomod

    That wasn't smart of me, I will need map_features then as well. I also don't know where (which region) the port should be. Please mark it prominently on a separate map_regions pic.










  4. #144

    Default Re: Nakharar's Basics: Regions with Geomod

    It's the orange one to the north-west of the Caspian sea, north of the beige one, and I added two black splotches to it.
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  5. #145
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    Default Re: Nakharar's Basics: Regions with Geomod

    I did the following:


    • replaced all RGB 0,0,0 in map_heights with 3,3,3
    • moved the port next to the settlement
    • moved the two river crossings there slightly


    Download here, don't forget to delete map.rwm
    Last edited by Gigantus; March 08, 2013 at 09:43 PM.










  6. #146

    Default Re: Nakharar's Basics: Regions with Geomod

    Thank you very much. Where is "here"?

    Haha, I thought you might have forgotten to convert the words into a link.

    map_features is now 23 KB, map_heights is 216, and map_regions is 27. Do I have to decompress them or something? The files I gave you were bigger. Will these work?

  7. #147
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Nakharar's Basics: Regions with Geomod

    GIMP automatically compresses TGA files - it shouldn't give you a problem.










  8. #148

    Default Re: Nakharar's Basics: Regions with Geomod

    I got a crash and the log said the map_heights file has to be 841x547. I resized it, but now I'm getting descr_strat errors again. First there was one about a misplaced resource, and now there are some like this:

    Settlement specifies port, but this region is not allowed a port - can be ignored,but port building will not be created for settlement!

    These errors didn't exist before (before I started trying to change the map), and they're the same as the ones I got when I modified map_heights. I pasted your files in the "base" folder and overwrote, deleted map.rwm, but it's still not working.

  9. #149
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    Default Re: Nakharar's Basics: Regions with Geomod

    My bad, I uploaded the resized map_heights - here is the correct size.










  10. #150

    Default Re: Nakharar's Basics: Regions with Geomod

    Awesome, it works now. Saqsin starts with a fishing village and I can build ports there. Thanks. But what was the difference between what you did and what I did to that map_heights file (the one you uploaded first, I mean)? I went to Scale, and made it 841x547, but it still didn't work. How else did you resize it?

  11. #151
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Nakharar's Basics: Regions with Geomod

    In GIMP I set the 'interpolation' to 'none' when scaling. And enlarging it after reducing never gives the same result as the original - I simply used your original and then redid this step: replaced all RGB 0,0,0 in map_heights with 3,3,3

    The reduced map_heights should have only been for comparison against map_region, not for actual use (even after rescaling).










  12. #152

    Default Re: Nakharar's Basics: Regions with Geomod

    I think that's what I might have done wrong, but I'm not sure anymore. I'll try to do everything again, so I can find out how to do it. And I'll read the GIMP manual first this time.

  13. #153
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Nakharar's Basics: Regions with Geomod

    The resizing with the interpolation is described in 'Basic mapping from scratch' - and so is the RGB 0,0,0 issue. Curiously those values were to be found everywhere at the coast, it looks as if they were used in an effort to smooth the coast.










  14. #154
    Sky Walker's Avatar Tiro
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    Default Re: Nakharar's Basics: Regions with Geomod

    Hello. I tried to start the program but it says that media folder couldn't be found. I don't know of any media folder. What should I do?

  15. #155
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    Default Re: Nakharar's Basics: Regions with Geomod











  16. #156

    Default Re: Nakharar's Basics: Regions with Geomod

    Hey all, I've been attempting to add an additional region to England. I remember trying to do this years ago, before this program was made, and I couldn't get it to work then either!

    I'm getting two errors, which are as follows.

    16:08:29.442 [script.err] [error] Script Error in data/world/maps/base/descr_regions.txt, at line 1014, column 1
    Couldn't find region name 'Exeter_Province' in stringtable
    16:08:29.482 [script.err] [error] Script Error in data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 566, column 12
    could not create settlement at script line 566.

    I've moved the city and port to 30 different places in the region, as to assure that it's not affected by the terrain.

    If anybody could take a look I'd appreciate it immensely. Thanks!
    Well, I'm back again.


  17. #157
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Nakharar's Basics: Regions with Geomod

    Couldn't find region name 'Exeter_Province' in stringtable
    This simply means that the name of the region (and most likely the settlement too) are not entered into text\imperial_campaign_regions_and_settlement_names.txt










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