Sorry Gig, as usual I posted a question, then solved my own problem. I needed to generate the .bin files first.
But, now I've run into an issue. I can't create a new region, as it tells me I must do it "ones by ones".
I did, but I'll go back and validate it again.
EDIT: Solved that problem, did tons of work, and now despite it working every step before this the game won't start the campaign (kick to menu). Attached is my system.log, which doesn't make any sense because Washington's location is perfectly fine and there is no port in Region 13.
Either the placement of the port pixel (white) is invalid or the descr_strat entry of the settlement includes a port without a port pixel in map_regions. My bet is with the first as there co-ordinates mentioned. Also check the RGB value of the port pixel.20:49:22.499 [script.err] [error] Script Error in mods/North_America/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 467, column 1
could not create a valid port at(276, 247), in region(13).
Don't focus on the region number - those numbers are applied in a difficult to follow manner. Have a look at the co-ordinates in map_regions. To get the correct co-ordinates you have to 'flip' (vertically) the map as the game numbers the co-ordinates differently.
I have attached a flipped vanilla map so you see what I mean.
If you removed a port, did you also remove its entry in the descr_strat?
I don't know that one as I don't use Geomod. I do it old skool.
Validate each one before adding the next. Maybe a little paranoia with this program but I'd do it.
Unfortunately removing the port on the map doesn't automatically remove port buildings of that settlement. I will add a note concerning that to my manual. That error isn't caught by the program.
The debugger is limited to RGB issues on map_heights and conflicting placement of map elements (characters, resources etc)
page 18 (corrected paragraph) of the manual now
Click on the button in line with ‘City’ – your cursor will change into an eyedropper and you will now be able to place your city within the borders of your new region. If your region borders the sea, you will also be able to place a port by clicking on the lower ‘Move’ button and repeating the procedure. The ‘x’ button will remove the port completely. This will not removeexisting port buildings in the settlement – you will have to remove those manually to avoid an error. You cannot remove the settlement as this would make the region invalid and will create an error in the game (cannot create settlement). Please remember the following when placing a city or port:
Yeah, but what I'm trying to say is that there are no port buildings in any of my regions. Haven't gotten that far. Most likely the issue was that I had several ports on the Great Lakes, which perhaps are not considered proper sea and can't have ports on them?
Then the problem will have been an incorrect placement of the port - you can place it along a three pixel lake if you wish.
I assume that the map_regions shorelines do not tally properly with the actual ones in map_heights. To check if a port placement is correct (one side need to touch water) simply switch to the map_heights view after placing the port pixel. I'll add that one to the tutorial as well. Light blue the additions.
Click on the button in line with ‘City’ – your cursor will change into an eyedropper and you will now be able to place your city within the borders of your new region. If your region borders the sea, you will also be able to place a port by clicking on the lower ‘Move’ button and repeating the procedure. The ‘x’ button will remove the port completely. This will not remove existing port buildings in the settlement – you will have to remove those manually to avoid an error. You cannot remove the settlement as this would make the region invalid and will create an error in the game (cannot create settlement). Please remember the following when placing a city or port:
The pixel may not touch the border of another region, neither with a full side or just a corner. Simply switch to the ‘Heights’ map view to check.
Yeah, you're right, and I've encountered that many times as well and receated shorelines multiple times. I discovered that early on my own. No, this isn't that either, the ports I added simply don't like being there I guess. The problem one (out of the four it might be) wasn't necessary anyway, more just to fill up Lake Michigan with trade routes.
Run the debugger to convert 0,0,0 in map_heights (which is black but will be generated as water). If your shore is 0,0,0 and you place the port on it, then it will be completely in water - hence creating an error.
Edit: on second thoughts that should not be the case in any of my maps here.