Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://www.youtube.com/watch?v=DeShbkcErT8
Although I did import initially a 4097x4097 height map, it worked fine.
My megalomaniac map is 6145x6145
12289 x 1281 (Canada Transcontinental)
7681 x 2049 (Fraser Canyon)
8193 x 3073 (Greater Vancouver)
3329 x 2305 (Prince Edward County 3k)
6145 x 4353 (Prince Edward County 6k)
3073 x 7169 (Saskatchewan 7k)
With a two exceptions:
8193 x 2049 (Vancouver Island 8k)
8193 x 4097 (Vancouver Island South 8k)
Those last two I can probably import into the TpF2 mapmaker, but has UG really made it impossible to have more interesting map sizes that was easily possible in TpF1? I hope they fix this...
The dimension numbers are the same (i.e. 4097, 8193), however...
From what I've explored so far, yes the ratios are set to 1:1, 1:2, 1:3, 1:4, 1:5. Also those > 1:1 need to be rotated 90 degrees.
Experimental map sizes go up to, I think, 24x24 km.
I've basically started over with new heightmaps from the same areas as my previous maps, but also my process has changed since I last made them.
In game, open the Map Editor and set up your parameters for vehicles, climate, etc. Also set the map ratio.
Then once you start the map, import your heightmap.
The BEST thing is to be able to set min-max elevation and water levels and see the result before generating. The other great improvement are the landscape shaders for different textures at elevation.
Been working on a 8193 x 8193 Huge (experimental) map size.
Really, if they insist on deprecating the heighmap system as a map mod, they should have provided a simple conversion utility to allow importing an existing heightmap.png+map.lua to pre-populate the landform (including water height), city names and placement, industry name/placement, etc.
EDIT: Some of my maps had a alpha channel layer in them. The solution was to remove the Alpha channel, now the all work!.
You can specify the start date by clicking the date, lower right, in the map editor.
Not sure if players can specify it on starting a new game, I didn't pay attention since I always start in 1850 myself :P
I think as long as your images are 16 bit greyscale, you should be able to import them. However, dont select anything other then 1:1 ratio or it will distort the current dimension. Ie a 1:2 ratio will double the height of the heightmap.
That's my limited experience so far
https://i.imgur.com/YkLPB8K.jpg
Note the "tip" in the bottom-left that claims the heightmap requirements are still mod256+1, and yet there is no provision in the map editor to actually use (all) those size combinations.
I'll put in a support ticket with UG, but for now at least I'll have to re-edit my heightmaps to best-fit to a "standard" dimension, which doesn't always work well, but I don't see any other option.
I waiting to hear back from UG if they have any solutions or upcoming fixes.
The initial dialog where you select the size and aspect of the blank map should have an alternate path where you can select your existing heightmap and it creates the size of the blank map from that. If your selected heightmap doesn't conform to mod256+1 dimension rules it should give a warning (and possibly offer to crop or scale to the nearest mod256+1).
What it should also do, in the map editor (and possibly also on the initial screen), is offer to import the TpF1 map.lua to set the placement of cities and industries.
I've spent dozens of hours handcrafting maps for TpF1 but in the current state I need to basically redo everything for TpF2, when I really shouldn't have to.