View Full Version : Map Help Please
Aristander
October 27th, 2008, 05:15 PM
I am making a map and have run into a problem. I have one territory with 2 white dots. I have another territory without a white dot.
How do I insert a white dot in the territory without one and delete the extra dot without messing up the .map file. I already have many territories named and borders positioned and do not want to lose them.
Thanks
Aristander
Edi
October 27th, 2008, 05:32 PM
I am making a map and have run into a problem. I have one territory with 2 white dots. I have another territory without a white dot.
How do I insert a white dot in the territory without one and delete the extra dot without messing up the .map file. I already have many territories named and borders positioned and do not want to lose them.
Thanks
Aristander
Sorry, just bite the bullet and redo it. No other way and it'll be easier too. Somebody made a script that automated the adding (or removing) a process and changing neighbors to match, but I don't have the inclination to dig for it at the moment.
Aristander
October 27th, 2008, 05:44 PM
Thanks Edi,
Ouch, I was hoping I could just edit the .map file.
300 of my 400+ territories already named and neighbors set.
Gandalf Parker
October 27th, 2008, 05:45 PM
Maybe you can move the borders to where they seperate the dots (I take it they are next to each other). Or you can remove the duplicate dot and leave one province without one.
Edi
October 27th, 2008, 05:47 PM
Thanks Edi,
Ouch, I was hoping I could just edit the .map file.
300 of my 400+ territories already named and neighbors set.
If you don't want to redo the terrains and names from scratch, add the new province, change that and then go through the map file by hand to change the ones affected (it'll only be the ones above the new/removed province). Then reopen the map in the editor and fix the borders. Least painful way to do it like that. I know that from experience.
Aristander
October 27th, 2008, 05:54 PM
I might try to move the dot enough to be out of the way but not enough to lose its assigned number. Then I could leave the number without neighbors and no start.
Aristander
October 27th, 2008, 05:55 PM
Thanks again Edi, I will take your advice.
Aristander
Gandalf Parker
October 27th, 2008, 05:56 PM
You can edit in neighbors, and even a name for the offending province. That shouldnt mess up the placements. But moving the dot can. The game counts from bottom left of the map upward. If you move the dot to a new line then it can shift the number assignments of all the dots to the right and upward of it.
lch
October 27th, 2008, 06:38 PM
Well, apparently JK has thought of this, as the buttons "Province inserted" and "Province removed" in the ingame map editor and their tooltip texts show. Unfortunately they also don't seem to work right. At least the "province inserted" one doesn't.
Aristander
October 27th, 2008, 07:08 PM
Yes Ich the first thing I tried was the buttons. Nice that the developers are working on it.
Thank you also Gandalf Parker it is good to know how the game counts. Even though messing with the dots will mess stuff up I really don't see any choice.
Aristander
Ballbarian
October 27th, 2008, 07:37 PM
I posted a script in the following thread:
http://forum.shrapnelgames.com/showthread.php?t=38884&highlight=province
If you are familiar with programming, it should be fairly easy to implement in your language of choice. It is geared for removing a bogus pixel/province, but can easily be converted to add a pixel/province as well.
Hope that helps. :)
Aezeal
October 27th, 2008, 09:41 PM
This problem is my nightmare when making maps... it's caused me hours of redo's... sadly I have no solution except just delete the dot, and then redo connections.
Gandalf Parker
October 27th, 2008, 10:39 PM
Well if you can possibly keep the dot on the same linear pixel line when you move it then you MIGHT escape most of the bad effects.
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