Documentation World Map World-mapping for Bannerlord

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produno

Master Knight
M&BWBWF&SNW
What map sizes have people managed so far?

If i try and create anything bigger than the native map it causes the client to crash.

I can create a map using:
16 x 16
106
256 x 256

This results in a map twice the size of the native map but at half the detail. Trying to do anything else results in crashes. For instance, changing it to 512 x 512 results in a crash.
 
What map sizes have people managed so far?

If i try and create anything bigger than the native map it causes the client to crash.

I can create a map using:
16 x 16
106
256 x 256

This results in a map twice the size of the native map but at half the detail. Trying to do anything else results in crashes. For instance, changing it to 512 x 512 results in a crash.
The node size makes little difference to the editor. Being slow on the uptake one of my earlier maps was 16x16, 832, 256x256. Hardly, suitable for sculpting any detail.
My current map is 16x16, 74, 256x256. To check if it was a resolution problem when my terrain didn't show enough erosion channelling from a World Machine heightmap, I knocked up an alternative version at 16x16, 74, 512x512 without any crashes. It showed enough to suggest that I need a vista normalmap rather than increased vertex resolution.
The most frequent source of editor crashes I had early on was with over use of the undo functions. That suggests memory usage may be cumulative or leaky. I suspect Taleworlds employees used the editor on consoles to a far more powerful server and that, on a pc, the editor crashes when it runs out of available memory.
Hopefully, once a worldmap is built, the optimised tile streaming used by the game will overcome any editor-bound crashes and our problems on bigger maps will be making the ai adapt to them.
PS the Ice & Fire map is a long rectangle. Early on, I had problems getting Vista textures to work properly on anything other than square maps. Hopefully, it's only an editor bug.
 
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produno

Master Knight
M&BWBWF&SNW
Wow, with a node size of 832, that map must have been pretty massive heheh.
I was trying to replicate the size from your guide which was 16x16, 106, 512x512, but as mentioned above could not. 16x16, 74, 512x512 still crashes for me too.
If however a generate new terrain from scratch - when not using the native Main_map, i can create a size of 16x16, 106, 512x512.

I may have a play at my original size at 16x16, 106, 256x256 and see if the detail will be sufficient.

My pc is also not too bad, with a 8700k, 32gb Ram and 1080Ti. So i'm not sure if that's the cause of the crashes or an editor fault.
 
Wow, with a node size of 832, that map must have been pretty massive heheh.
I was trying to replicate the size from your guide which was 16x16, 106, 512x512, but as mentioned above could not. 16x16, 74, 512x512 still crashes for me too.
If however a generate new terrain from scratch - when not using the native Main_map, i can create a size of 16x16, 106, 512x512.

I may have a play at my original size at 16x16, 106, 256x256 and see if the detail will be sufficient.

My pc is also not too bad, with a 8700k, 32gb Ram and 1080Ti. So i'm not sure if that's the cause of the crashes or an editor fault.
That's a good build. Mine's a Ryzen 7 3700X, 32gb RAM and 8GB GeForce RTX 2070 Super Turing. I still suspect they used the editor on a network as they've used it internally for years, which would have resulted in more complaints, if it crashed too often.
How are you going to jam the oblong shape of Ice & Fire into a 16x16 grid?
 

produno

Master Knight
M&BWBWF&SNW
More water i guess, hence why i wanted a larger map. As i suspect the top and the bottom of the map are going to be mostly ocean due to having to keep its ratio correct.

I noticed in your guide it was mentioned that rendering of a large map probably wouldnt be an issue, though the campaign ai could suffer. I am hoping with the majority being water, none of those should be an issue as the land mass may not be too much bigger anyway, or at least bigger than expected. I still fully expect the landmass to be 2x the size of native, which is what i would like to aim for. Which is why the 512x512 map would have been ideal.

I will probably remove the outer mesh too as they wont really be needed.
 
More water i guess, hence why i wanted a larger map. As i suspect the top and the bottom of the map are going to be mostly ocean due to having to keep its ratio correct.

I noticed in your guide it was mentioned that rendering of a large map probably wouldnt be an issue, though the campaign ai could suffer. I am hoping with the majority being water, none of those should be an issue as the land mass may not be too much bigger anyway, or at least bigger than expected. I still fully expect the landmass to be 2x the size of native, which is what i would like to aim for. Which is why the 512x512 map would have been ideal.

I will probably remove the outer mesh too as they wont really be needed.
The Taleworlds documentation points out that we can change the resolution of nodes after terrain generation in the Terrain Property Browser > Node Properties > Resolutions mainly they say for downscaling unused parts of the map - underwater etc.

As a test, I created a 16x16, 100, 16 x16 map. Then using control click selected every node in the centre to make a 10x16 node grid. With them selected I changed their node resolutions to 1024x1024. This also upgraded the first neighbouring borders to 256x256 (to allow vertex connections), the next pair to 64x64, leaving the outside top and bottom borders at 16x16.

rD-i0.jpg

You might be able to try something similar to get to your target 512x512 in the central section. It wouldn't require a full 16x16, 100, 512x512 to start with and therefore might circumvent your crash problem.

If you try it, let me know how it works out.
 
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elcapo29

Squire
So I opened the main_map scene and all of the terrain is under water, but the map icons seem to be at their proper elevation.

I lowered the water level and the entire terrain is completely flat. Like a picture.
Thanks for any advice or help!

Edit: turns out I had my folders messed up and the terrain wasn't loading. All good and working now.
 
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Cozur

Grandmaster Knight
WB
Very useful guide, thanks!

It worked pretty well making a new world map (just testing at the moment), and I haven't encountered any huge problems - except for the fact that my new character spawns below the map, rather than on it - for some reason, the Training Field and all NPC's spawn below the map - and they run around below the map, except for when trying to run over a bridge. The only thing I've done is generate a new terrain, edit the Vista texture change the water level and elevation a bit. I've attached two pictures that show the problem.

Is this because I missed a step?


 

Cozur

Grandmaster Knight
WB
I've been having a bit of trouble figuring out where to upload the Vista texture I want to use. For testing purposes, I've just been using a random texture already in the game files, but I'd like to add my own map - just like you used a europe outline in your documentation.

Can you tell me where to add it, and whether it's enough to just upload it as a PNG, or whether it needs to be imported somehow?
 

Odradek

Recruit
Did the update of today destroy the tileset of the main_map? The terrain in the editor is now black for me. Is this just me?
 
I've been having a bit of trouble figuring out where to upload the Vista texture I want to use. For testing purposes, I've just been using a random texture already in the game files, but I'd like to add my own map - just like you used a europe outline in your documentation.

Can you tell me where to add it, and whether it's enough to just upload it as a PNG, or whether it needs to be imported somehow?
Sorry for the late reply, I've been absent recently. I just import vista textures in pgn format into the assets folder of my mod. Once imported they can be selected from the texture drop down list in the terrain property_browser (vista textures section).
 
Did the update of today destroy the tileset of the main_map? The terrain in the editor is now black for me. Is this just me?
The tileset just shows featureless black. Hopefully, TW will correct it. However, if you can't wait you could revert to using the old main_map_area texture in the editor.
B4hHE.jpg
 
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