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Thread: Creating a World - The Geomod Manual by Gig

  1. #41

    Default Re: Creating a World - The Geomod Manual by gig

    Sorry, i meant follow the other tut using the scan. As in the base picture instead of being the iceland map would be the scan.
    "Keep your swords sharp and your daggers sharper.” –Assasalin Absconditus



  2. #42
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    Sure you can use that instead of the Iceland picture. Just make sure you do not exceed the maximum size of the map - 510*510 in descr_terrain. Recommended max size is about 430*430, there are a lot of side issues when using the maximum size.










  3. #43

    Default Re: Creating a World - The Geomod Manual by gig

    Thanks for the tip, I was actually planning on making it much smaller as the campaign I'm building is just a mini that will only have 6 factions. The tip is good to know for future reference once I expand the map to include the whole continent... Thanks!!!
    "Keep your swords sharp and your daggers sharper.” –Assasalin Absconditus



  4. #44
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    One is glad to be of service










  5. #45

    Default Re: Creating a World - The Geomod Manual by gig

    Hey, ummm, I copied all the necessary files into Stainless Steel's folders, but GeoMod still won't open it.
    It loads up to 96%, then crashes.

    EDIT: I found the log file. It says.
    Spoiler Alert, click show to read: 
    ****************************************************************************************************
    Error, Geomod v0.6.18 2012-01-23 17:38:54

    The following files are untraceable:
    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\map_fog.tga
    data\world\maps\base\descr_regions.txt
    data\world\maps\base\descr_sounds_music_types.txt
    data\world\maps\base\descr_terrain.txt
    data\world\maps\campaign\imperial_campaign\descr_events.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\historic_events.txt.strings.bin
    data\text\names.txt.strings.bin
    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\text\export_units.txt.strings.bin
    data\text\export_ancillaries.txt.strings.bin
    data\text\export_vnvs.txt.strings.bin
    data\text\strat.txt
    data\descr_cultures.txt
    data\descr_names.txt
    data\descr_sm_resources.txt
    data\descr_sm_factions.txt
    data\descr_rebel_factions.txt
    data\descr_religions.txt
    data\export_descr_ancillaries.txt
    data\export_descr_buildings.txt
    data\export_descr_character_traits.txt
    data\export_descr_unit.txt

    END
    Last edited by Reimu Hakurei; January 23, 2012 at 10:46 AM.

  6. #46

    Default Re: Creating a World - The Geomod Manual by gig

    Can anyone find a solution?

  7. #47
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    From the manual, page 32: - 96 - 97% descr_terrain.txt, loading maps (possibly a format error in descr_terrain.txt Take the file from another mod or vanilla and transfer the height and width numbers.


    The Geomod log simply says that you clicked on the wrong folder when opening a mod, probably from your initial attempt. Geomod keeps the last error log (unlike the game), for the proper procedure see page5\6 'Getting started'










  8. #48

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    From the manual, page 32: - 96 - 97% descr_terrain.txt, loading maps (possibly a format error in descr_terrain.txt Take the file from another mod or vanilla and transfer the height and width numbers.
    I did exactly that.
    However, it still crashes.

    Here's the original file from Stainless Steel:
    Spoiler Alert, click show to read: 
    dimensions
    {
    width 510
    height 285
    }
    heights
    {
    min_sea_height -3406.782
    max_land_height 7511.272
    }
    roughness
    {
    min 50.000
    max 200.000
    }
    fractal
    {
    multiplier 0.500
    }
    lattitude
    {
    min 22.000
    max 56.000
    }


    Maybe it has things to do with the absence of map.rwm? (I deleted it, so the game can work)

    Quote Originally Posted by Gigantus View Post
    The Geomod log simply says that you clicked on the wrong folder when opening a mod, probably from your initial attempt. Geomod keeps the last error log (unlike the game), for the proper procedure see page5\6 'Getting started'
    Hmmmm... interesting.
    Last edited by Reimu Hakurei; January 25, 2012 at 08:10 AM.

  9. #49
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    Default Re: Creating a World - The Geomod Manual by gig

    There is the possibility that it might overlap with the fort and tower entries, the entries below "; >>>> start of regions section <<<<" To check if that might be the case, simply cut and paste that section into a fresh text file and then try again.

    The entries will look similar to his one:

    region Umbar_Province
    farming_level 0
    famine_threat 0
    fort 180 33 stone_fort_b culture northern_european
    watchtower 179 28

    The absence of map.rwm is not relevant to the functioning of Geomod. In fact Geomod deletes this file every time you save your work - this ensures that a new map gets build when you test your modding efforts.










  10. #50

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    There is the possibility that it might overlap with the fort and tower entries, the entries below "; >>>> start of regions section <<<<" To check if that might be the case, simply cut and paste that section into a fresh text file and then try again.

    The entries will look similar to his one:

    region Umbar_Province
    farming_level 0
    famine_threat 0
    fort 180 33 stone_fort_b culture northern_european
    watchtower 179 28
    Wait a minute, I don't get it... which file are you talking about?

    EDIT: Oh, I get it! It's desc_strat

    Well, it says...
    Spoiler Alert, click show to read: 
    ; >>>> start of regions section <<<<

    script
    campaign_script.txt


    I tried deleting that section, but it still won't work.
    Last edited by Reimu Hakurei; January 25, 2012 at 10:10 AM.

  11. #51
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    Nothing there to delete, I had assumed you had an entry there.

    I am afraid I have to pass. I am not the developer of the tool to know exactly what might cause the crash here. Can you upload the files that are listed in the beginning of the manual (page 4, 'Files required' - no need for map.rwm), that way I could run a few tests without having to download the whole mod.










  12. #52

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    Nothing there to delete, I had assumed you had an entry there.

    I am afraid I have to pass. I am not the developer of the tool to know exactly what might cause the crash here. Can you upload the files that are listed in the beginning of the manual (page 4, 'Files required' - no need for map.rwm), that way I could run a few tests without having to download the whole mod.
    Allright, here it is:
    http://www.mediafire.com/?mygivqwyz0mkjox

  13. #53
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    Default Re: Creating a World - The Geomod Manual by gig

    Interim results: the map loads fine in Geomod after I checked the format of the map files and saved again with GIMP (probably a TGA format that Geomod can't handle caused the 96% error). Saving without any changes results in a crash at 1% - probably something to do with rebel factions in descr_regions. Will keep on checking.

    Edit: after validating all regions and factions Geomod saves without problem. Attached the files. I removed the non essential tga files in the imperial_campaigns folder and the complete custom campaign folder to reduce the size. I also generated info maps with the Geomod tool, see the maps sub directory.
    Last edited by Gigantus; January 26, 2012 at 12:24 AM.










  14. #54

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    Interim results: the map loads fine in Geomod after I checked the format of the map files and saved again with GIMP (probably a TGA format that Geomod can't handle caused the 96% error). Saving without any changes results in a crash at 1% - probably something to do with rebel factions in descr_regions. Will keep on checking.

    Edit: after validating all regions and factions Geomod saves without problem. Attached the files. I removed the non essential tga files in the imperial_campaigns folder and the complete custom campaign folder to reduce the size. I also generated info maps with the Geomod tool, see the maps sub directory.
    Thank you
    I think I owe you a lot now...

    Edit: I noticed that the hidden resources I added - like "england", "scots", "germans", etc. - don't seem to appear anymore.
    Edit 2: then, I put them next to a previous resource - namely arquin - and it worked.
    Last edited by Reimu Hakurei; January 26, 2012 at 10:04 AM.

  15. #55
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    Default Re: Creating a World - The Geomod Manual by gig

    hidden resources not listed in the EDB are not recognized by the game and Geomod automatically removes them (Page 6 in the manual, under the info pic)
    This [referring to the info message] does not actually mean that something was wrong, merely that there were entries in the hidden_resource line of descr_regions.txt that did not correspond to the hidden_resource entries in the export_descr_buildings.txt file (EDB). These invalid entries have been removed as they have no value at all.
    If you intend to use them in a script or as a condition in the EDB then you will have to add them to the line at the top of the EDB:

    hidden_resources rome atlantic explorers_guild swordsmiths_guild
    Last edited by Gigantus; January 26, 2012 at 11:45 AM.










  16. #56
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    Update to manual (first post)

    Added more error solutions










  17. #57

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    hidden resources not listed in the EDB are not recognized by the game and Geomod automatically removes them (Page 6 in the manual, under the info pic)
    If you intend to use them in a script or as a condition in the EDB then you will have to add them to the line at the top of the EDB:

    hidden_resources rome atlantic explorers_guild swordsmiths_guild
    Yes, I did that.
    Also, I solved the problem on my own, so everything's fine just fine

  18. #58

    Default Re: Creating a World - The Geomod Manual by gig

    Is it just me, or GeoMod doesn't support unique, added religions?
    I added protestantism to a mod (and also planing to add judaism), but I have to edit the region file by hand, because geomod won't show the new religions.

  19. #59
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - The Geomod Manual by gig

    Did you add them to the text\religions.string.bin file? Because that's were Geomod reads them from.

    Add them to the TXT version and then convert with the BinEditor to STRING.BIN - see the manual (page 10) on how to do it.










  20. #60

    Default Re: Creating a World - The Geomod Manual by gig

    Quote Originally Posted by Gigantus View Post
    Did you add them to the text\religions.string.bin file? Because that's were Geomod reads them from.
    Yes, I sure did.

    Catholic, Heretic, Islam, Orthodox, Pagan, Protestant.

    Spoiler Alert, click show to read: 
    ¬
    {catholic}Catholic
    {heretic}Heretic
    {islam}Islam
    {orthodox}Orthodox
    {pagan}Pagan
    {protestant}Protestant

    Spoiler Alert, click show to read: 
       c a t h o l i c  C a t h o l i c  h e r e t i c  H e r e t i c  i s l a m  I s l a m  o r t h o d o x  O r t h o d o x  p a g a n  P a g a n
    p r o t e s t a n t
    P r o t e s t a n t
    Last edited by Reimu Hakurei; February 08, 2012 at 10:09 AM.

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