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Naval action map with cords
Naval action map with cords












As a comma-separated file, you may open it with Excel or other similar programs, or a text editor. The adjacencies file is found at /Hearts of Iron IV/map/adjacencies.csv. This will cause the river to use the VFX for emptying into an ocean at the merge point rather than merging into the other river. To avoid player confusion, province paths should either clearly cut or stay clear of a river.ĭo NOT place a green source pixel at the beginning of a river that ends in a red merge pixel. If it intersects multiple river pixels of different types, the crossing type is implementation defined. If the path between two provinces overlaps at least one river pixel, it is considered a river crossing. To correctly render, each river must have exactly one marker, either a start marker (green/yellow) or an end marker (red). Indexes 0 up to including 6 are treated as small rivers for game mechanics, indexes up to including 11 as large rivers. Used to join multiple 'source' paths into one river.įlow-out source. The rivers.bmp file should be in Indexed mode and saved as a 8-bit bitmap image file (.BMP).įlow-in source. Rivers.bmp controls the river placement on the map. If the map is saved with a 32-bit format, the game will crash with a 'warning X4008: floating point division by zero' error. The provinces.bmp file should be in RGB mode and saved as a 24-bit bitmap image file (.BMP). Provinces should be kept contiguous as much as possible. This is likely too small to be easily usable by the player.

naval action map with cords

  • "Province X has only N pixels": The province consists of no more than NGraphics.MINIMUM_PROVINCE_SIZE_IN_PIXELS (8 by default).
  • This might be an indication that two provinces inadvertently share a color. Perhaps pixels are spread around the world in provinces.bmp": The province has a width/height of more than 1/8th of the total map width/height. The game connects the bottom left and the top right provinces but this situation is confusing to the player and should be avoided. Please fix pixels at coords": Four provinces share a common corner. When debug mode is enabled, it will warn about the following conditions: Provinces that share a pixel edge neighbor each other and are connected. Each pixel belongs to the province with the matching RGB value. Provinces.bmp controls the location and shape of the provinces on the map. The file must have Windows-style line endings (CRLF!) Each of these islands internally counts as a province visually, although a division will be occupying all of them simultaneously and therefore is addressed on a logical level as one province. What is meant by homogenous/heterogenous is explained in the picture down below:Īs you can see in this picture there are 5 highlighted islands. So far the highest amount of created provinces is 21939. Apparently the number of displayable provinces is actually a set number and gets influenced by the number of homogenous areas on the map. Last province before they don't get displayed anymore seems to be 21651 as of current knowledge. HOI4 has a limit(between 19K and 22K) of displaying provinces.

    naval action map with cords

    It might be necessary to delete this copy after making changes to the original file. If the province definitions are incomplete, the game creates a copy of this file in the user directory, with any incomplete or missing province definitions filled in. Examples:ħ 212 179 179 sea true ocean 0 - a coastal sea provinceġ14 40 15 15 land false plains 1 - an inland plains provinceĢ60 170 235 235 land true urban 1 - a coastal urban province Sea provinces must have the continent of 0. The continent is a 1-based index into the continent list. The valid terrain types are defined in /Hearts of Iron IV/common/terrain. The province ID, as well as the RGB value, must be unique. Defined for land or sea provinces in common/terrain) continent (int) Province id r value g value b value province type (land/sea/lake) coastal (true/false) terrain (plains/hills/urban/etc. The following files all need to have that same resolution:ĭefinition.csv contains the provinces the game recognizes and is arranged in the following format: The map's width and height are taken from provinces.bmp. The name default.map itself is hard-coded. The following sections assume the standard file paths. # Define which indices in trees.bmp palette which should count as trees for automatic terrain assignmentĪll file paths can be changed and are relative to the map/ directory. The file default.map references the bitmaps and text files that make up the map.

    naval action map with cords naval action map with cords

    In case GIMP is used, in the export settings while exporting to BMP on each map, you need to check the 'Disable writing colorspace information' box. bmp files other than provinces.bmp or world_normal.bmp. 13.1 Supply areas (For versions prior to 1.11)ĭue to not preserving the order of colours in the palette, or Microsoft Paint will not work for terrain.bmp or any.














    Naval action map with cords