Yet (not) Another Bit Map Converter - An easier way to create maps for Civ 6

Hey, so, I'm having two graphical problems when I play the map I created.

1: Rivers, except those that end in Lakes, do not show up except in strategic view. Floodplains, and the river's effects show up, but not the river itself.

2: Some civs end up with purple/black, or no, colors, as in, some look like city states, and some don't have unit icons or city banners at all, but the graphics for the units and cities themselves show up. This is probably due to either the large number of civs I am using on the map (30) or me using the Reveal All debug command to view the map (so I can check if the TSL is working without spending days) because whenever I do play my map a while, none of the civs I met normally will be messed up when I do use Reveal All.

Ultimately neither of these errors break the game (to my knowledge so far) but they are quite annoying. Any ideas? Functionally, everything is fine.
 
1. You need to make sure all segments of the rivers flow in the right direction, and that you don't create loops or circles.
2. Base game issue. More than 20 players cause this. There should exist a colour mod on steam (prismatic I think)
 
About rivers IIRC saving your map to .civ6map format then reloading it in the WB before exporting it should fix that.
 
@Zobtzler Prismatic mod fixed the colors issue. The river's are placed fine-even small, three tile rivers that go in the same direction are invisible, if they do not end in a lake.

@Gedemon Elaborate? Do you mean saving the actual map image, or the file the converter creates? And what do you mean by exporting? I've just been using the map the converter created, without putting it through the WB or exporting.
 
Could you send me a copy of the BMP file you are using?
I could try to replicate the issue on my end

What Gedemon means with exporting is Converting the BMP to a game map (as you've done)
open it it worldbuilder
save the map using the ingame save settings
exit worldbuilder
open worldbuilder and open the map you just saved
press escape and press "export to log"
close game
launch YnABMC
select advanced options and press select log button
Select the Lua.log file in
Code:
C:\Users\%userprofile%\Documents\My Games\Sid Meier's Civilization VI\Logs
Now it's the same process as when you loaded in the BMP file into YnABMC
Your new map folder will be located in that Logs folder

This is how I understood it at least
 
Hello Zobtzler and thank you for creating this wonderful resource. I am using YnABMC (v.0.31) to make a Mediterranean/Middle east map and I´ve run into some issues:

1. Some Rivers are graphically missing ingame (though showing the correct plot tooltip and present in the Worldbuilder) (my Nile south of Thebes) I think someone mentioned this already.

2. Adding Floodplains to plains omits the WorldBuilderPlacement: MapToConvert[xx][xx]={"TERRAIN_PLAINS, and just adds "FLOODPLAINS_PLAINS","CONTINENT_xxx" to the map script file. I added the floodplains-plains as appropriate color of feature (in central rectangle, the one for features/mountains). I was able to correct the lines manually, but it would be really nice if you could give it a look in the source code…

I attached the .bmp file. I would really appreciate if you could recreate this map yourself and see if the issues persist. I am currently not using any mods except YnAMP.
 

Attachments

Thanks for using my tool and reaching out!
Beautiful map!

Am currently at work for anther 6 hours or so (currently on lunch break) so I'll just go through some basics guesses:

1. All civ 6 rivers flow towards the sea or lakes, and all civ 6 rivers can have multiple sources, but only one end point. I.e. make sure outlets like the nile only have one real point of exit, while the fake ones act as sources... i.e. all but 1 should flow inland, and connect to a last river that flows out (if you launch my middle east map (you can find it on steam) you can see the effect on the nile there)

2. Could you attach some example code of where this happens using a
Code:
[code]
block (for readability), as well as describe what that tile is supposed to have (everything, terrain type, features, resources, rivers north east, west etc)
 
Wow! Thanks for this quick reply!


My Nile forks into several branches (all flowing northwards into the sea). Maybe this confuses the engine. I've noticed in WB that the Nile's main course has many different riverIDs, each one is only several tiles long. I'll make a fake delta by disconnecting the branches from the main Nile course and report if it fixed the problem.

As for floodplains on plains, I' ll post the sample of the code tomorrow... When I added the FP as features on plains in Mesopotamia the map won't load (the desert FPs work fine!) I saw that the tile lines in the lua code where pFP should be lack the invocation of MapToConvert, coordinates and terrain type. these lines begin with "FLOODPLAINS_PLAINS","CONTINENT_ASIA " and return a Syntax error in lua.log
When I manually add the missing MapToConvert[x][y]={"TERRAIN_PLAINS" in front of it, the map loads normally.
I'll post an example tomorrow morning, when I'm back from work. I dont' know if I can explain it this way... :)

That aside, I was overjoyed to see the True City Names utility, cause I'm going to make use of it as well in this map. Do you know perhaps if it is possible to add true rivers / mountains / deserts names somehow? That would be really cool (albeit purely cosmetic)...
 
This is what I get with plains on floodplains:

Code:
MapToConvert[70][46]={"TERRAIN_DESERT_HILLS",-1,"CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[71][46]={"TERRAIN_DESERT_HILLS",-1,"CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[72][46]={"TERRAIN_DESERT",-1,"CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[73][46]={"TERRAIN_DESERT",-1,"CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{0,-1},{1,3},{0,-1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{1,2},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[76][46]={"TERRAIN_PLAINS",-1,"CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{0,-1},{1,3},{0,-1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{1,2},{0,-1},{1,1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{1,2},{0,-1},{1,1}},{-1,1},{0,0,0}}
"FEATURE_FLOODPLAINS_PLAINS","CONTINENT_ASIA",{{1,2},{0,-1},{1,1}},{-1,1},{0,0,0}}
MapToConvert[82][46]={"TERRAIN_COAST",-1,-1,{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[83][46]={"TERRAIN_COAST",-1,-1,{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
MapToConvert[84][46]={"TERRAIN_COAST",-1,-1,{{0,-1},{0,-1},{0,-1}},{-1,1},{0,0,0}}
 
A little late but thanks. I'll check it out soon

EDIT: I can confirm I'm getting the same issue on my end, will investigate
 
Last edited:
Hello @Zobtzler! Floodplains on plains work perfectly now. What color do you use for floodplains on grasslands? It's not mentioned in the manual...

The Nile in my map is still broken-up into segments and half-invisible even after simplifying its delta. It looks normal in the strategic view though. I bet it's a Vanilla glitch...

I've noticed a couple more minor issues...

The WorldBuilder seeds extra strategic resources even when only Import resources option was checked in YnABMC...

The game adds extra floodplains to the map (which is actually fine), but it also seems to decide by itself which tiles are floodable. Is there a way to set this manually? Like another RGB pixel code?

It would be helpful if you could add World wrap toggle button directly to YnABMC panel. There is one in WB, but not in the create game panel, so the game sets the world wrap = 1 by default. It can be set manually in the map lua, so it's not urgent and no big deal...

I'm having so much fun drawing a civ map after a long time thanks to YnABMC. It was such a drag before... :thumbsup:
 
Hello @Zobtzler! Floodplains on plains work perfectly now. What color do you use for floodplains on grasslands? It's not mentioned in the manual...
Same colour as for deserts (i.e. default colour)
The Nile in my map is still broken-up into segments and half-invisible even after simplifying its delta. It looks normal in the strategic view though. I bet it's a Vanilla glitch...
Send me a copy of your bmp file and I'll check it out. It's likely not a vanilla glitch
I've noticed a couple more minor issues...

The WorldBuilder seeds extra strategic resources even when only Import resources option was checked in YnABMC...
@Gedemon your lua scripts...
The game adds extra floodplains to the map (which is actually fine), but it also seems to decide by itself which tiles are floodable. Is there a way to set this manually? Like another RGB pixel code?
@Gedemon your lua scripts... and if/when that is altered, I'll update my program to support flooding and non flooding tiles
It would be helpful if you could add World wrap toggle button directly to YnABMC panel. There is one in WB, but not in the create game panel, so the game sets the world wrap = 1 by default. It can be set manually in the map lua, so it's not urgent and no big deal...
There is one since version 0.1.0. It's called "enable circumnavigation"
I'm having so much fun drawing a civ map after a long time thanks to YnABMC. It was such a drag before... :thumbsup:
Glad to hear I've managed to create something useful :)
 
Yes, I should change those to be options (randomly placing Strategic Resources that are not present at all in the imported data, calling the core function to place "floodable floodplains")

I can add a new entry in the map Lua table for importing coastal lowland values ("0", "1" or "2" for 1m, 2m or 3m), but AFAIK we can't place floodplains that generate rivers flooding manually, unless a method was added in one of the most recent patches.

On another note, if I'd export various xml entries to the lua.log (could use a start/end tag), would your program be able to add them directly in the map.xml file ?

thinking of starting positions of course, but a lot of other data related to scenario creation...
 
I just found this and think it is awesome but I am having a hard time following the instructions setting up the bmp properly. I am using Gimp and haven't been able to find useful info anywhere else.

Would it be possible to get some basic instructions or a link to basics for using one of the free programs to get started? Outside of that the instructions look great!
 
I cannot create the grid/guidelines that will easily allow the 1px blocks.

Please if I am being dense in this let me know. I can take that hit and it wont bother me.
 
Back
Top Bottom