Maps...Need someone to help me

Cannae

Philosophy of Poverty
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I want the fowllowing maps to be made a 155by 155 map of Easter Island, a map of the of the Phillipenes that is 165 tall by 145 across,a map of scandinadia that is also 165 tall by 145 across and finaly a map of East Africa that is 175 tall by 135 across.If this is too tough to do and or is too unresonabal please tell me.
Oh yah i have some images from Goggle Earth to help out.
 

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Check out this thread:

http://forums.civfanatics.com/showthread.php?t=135740

It's a program you can use to make the map. Basically, you take the pictures you have, and use paint, gimp, photoshop, whatever to color in the parts that will become different terrain. Then, you put it through the program and out pops a map! Takes a little work to figure out, but that's what the tutorial that comes packaged with it is for.
 
I need help with understanding it it does not make any sense
 
Slavic Sioux said:
I need help with understanding it it does not make any sense

Specifically? If you have any specific questions, you can ask.

The program I suggested isn't the only way to make a map, but I think it's one of the better ways for what you have. I myself am not a master of the tool, but if you have specific questions I'll try to answer them.
 
2.3.3 Converting the map
After the settings setup (in either the way you’ve chosen), the last step is to select the
destination file and click on “Convert to WBS”.
If everything worked, you should see “Done” written in the standard output window. An
external debug log is also produced: it is DebugLog.txt.

2.3 Launching the Converter
Now let’s see how the converter works.
When you launch EmptyScenario.py, two windows open:
The background window contains the standard output. It will show some log messages.
The foreground window is the main application and offers some options we’ll examine now.
2.3.1 Map setup
If you click “Set BMP Converter Options” some dialogues will open.
You can enter the values or leave the default ones (which are taken from the scenario file, in
this case EmptyScenario.py), and click OK.
The Converter will ask the map size, river sensitivity, coast and flood plains assignment,
wrapping settings, number of players and the path of the bitmaps.
8
The image browser will let you choose the five bitmaps (height, terrain, feature, river, bonus).
Actually, only the first is required to generate a map. You can just select the heights map, and
press Cancel for the others (though without terrain and scenario data it's completely useless on
its own inside the game).
In this example, we’ll choose Empty.bmp for all the maps. It is a plain green bitmap,

???this makes no sence what so ever
 
i don't understand what's the matter? just do it step by step. 2.3 --> 2.3.1 --> 2.3.2 --> 2.3.3 --> and so forth and so on....

but one thing isn't true:
Actually, only the first is required to generate a map. You can just select the heights map, and
press Cancel for the others (though without terrain and scenario data it's completely useless on
its own inside the game).
at least you need the height AND the terrain bitmap to load it into the game.
 
IDLE 1.1.2 ==== No Subprocess ====
>>>
Traceback (most recent call last):
File "C:\Documents and Settings\Owner\Desktop\Copy of BMPC186_withTutorial\BMPtoWBSConverter186.py", line 8, in ?
import wx
ImportError: No module named wx
>>>

I am not being allowed to use the converter becuse of this wicth makes no sence
 
Slavic Sioux said:
IDLE 1.1.2 ==== No Subprocess ====
>>>
Traceback (most recent call last):
File "C:\Documents and Settings\Owner\Desktop\Copy of BMPC186_withTutorial\BMPtoWBSConverter186.py", line 8, in ?
import wx
ImportError: No module named wx
>>>

I am not being allowed to use the converter becuse of this wicth makes no sence

Did you read through the introductory directions?

Mapmaking And Scenario Design v11.pdf said:
In order to run the application, you must have installed:
• Python 2.4 (http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi)
• PyPIL (http://effbot.org/downloads/PIL-1.1.5.win32-py2.4.exe)
• wxPython library (http://prdownloads.sourceforge.net/wxpython/wxPython2.6-win32-
ansi-2.6.1.0-py24.exe) (or as an alternative, you can copy the folder C:\Program
Files\Firaxis Games\Sid Meier's Civilization 4\Assets\Python\System\wx and it's
contents into the Python24 main directory (C:\Python24 is the default))

Looks like you don't have the wxPython library installed. You can install it either by using the link it gives you, or do the alternative instructions involving copying that Civ4 directory to your C:\Python24 directory.
 
What civ 4 dirictory???
 
Slavic Sioux said:
What civ 4 dirictory???

Like the manual says, you can copy this directory:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\Python\System\wx

To this directory:

C:\Python24

This will put the files you need to get the wxPython library working. Then you should no longer be recieving that error.
 
sorry for asking dumb qusetions like that:crazyeye: :stupid: I just have very little understanding of this type of stuff
 
Traceback (most recent call last):
File "C:\Documents and Settings\Owner\My Documents\My Games\Sid Meier's Civilization 4\PublicMaps\BMPC186_withTutorial\Sage.py", line 10, in ?
import Image
ImportError: No module named Image
>>>

I don't get this sorry once again for my stipidaty i just don't get the manual

oh yah It won't even alow me to get in the conveteter
 
Slavic Sioux said:
Traceback (most recent call last):
File "C:\Documents and Settings\Owner\My Documents\My Games\Sid Meier's Civilization 4\PublicMaps\BMPC186_withTutorial\Sage.py", line 10, in ?
import Image
ImportError: No module named Image
>>>

I don't get this sorry once again for my stipidaty i just don't get the manual

oh yah It won't even alow me to get in the conveteter

Image is probably the image library, that's the PyPIL library, which can be installed by using the link in the manual.
 
3 The map
Civilization IV maps are very different from their two latest predecessors.
The biggest difference is that the plots of Civ4 will be plain squares, rather than the diamond
view we had with Civ3 and Civ2.
A consequence of this is that the area is calculated simply width*height, rather than
(width*height) / 2.
This means that Civ4 maps may look smaller, while they actually aren’t.
A Civ3 160x160 map for example had 12500 plots. A Civ4 160x160 map will have 25600
plot. So, the Civ4 equivalent of the Civ3 map would be 112x112 (12544 plots).
Please note that width and height in most of the cases won’t be equal now. Due to the
isometric view, Civ3 tiles were composed by 128x64 pixels, so a squared map ended up
looking rectangular. Without this oddity, you’re free to choose any width/height ratio in Civ4.
A cylindrical map such as the Earth will be best represented by a rectangle, rather than a
square.
3.1 Calculating the size
Before creating a map, it’s important to calculate the final size of the map first.
Standard Civ4 settings might help:
Keep in mind that the proportion should depend on number of settleable plots rather than the
pure area. Water percentage is important here to make the map appropriate to the number of
players.
3.2 Photo-editing
Now, let’s begin creating a sample map.
It’s possible to use MS Paint, but a better application is highly recommended. Even a freeware
or shareware product may make this work much faster and easier.
11
When you’ll save your images, remember that:
• File extension must be .BMP (Bitmap for Windows)
• colour depth must be 24 bit (16 million colours)
3.2.1 Source bitmap
We’ll use this fictional map.
Our goal is a 35x26 map, with 3 players.
3.2.2 Height Map
To create the height map, you have to divide the source bitmap in five zones, corresponding to
the following colours:
The final map heights will vary depending on the colour they match. It’s important that the
RGB (red/green/blue) combination is the same as the one that you get from the above key or
from this list:
12
Peak = (128, 0, 0)
Hill = (192, 0, 64)
Valley = (0, 128, 0)
Coast = (0, 0, 255)
Ocean = (0, 0, 128)
First, let’s colour the sea dark blue, then the mountains rust (keeping in mind that they will be
impassable in the game), then the other minor relieves.
The rest of the land can be replaced with green.
We are planning to set iDefaultCoastsAssignment to 3: that is, we are replacing with
lighter blue the areas where we want coasts (the gulfs), but we’re leaving the land borders to
the automatic algorithm.
Now, we can save the map as Default_H.BMP.

I am asuming that the file you said for me to download is the above section that I pasted on to here but I can't seem to find the link you where talking aboght.
 
the easiest way is to follow the three links which are in the manual or gerikes mentioned above in his post, download and install the tools. i've done the same and it runs perfectly.....so i don't understand why it doesn't it in your case.
 
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