3 days ago · In the Middle Ages, the world was usually portrayed on T and O maps, with the T representing the waters dividing the three continents. By the middle of the 18th century, "the fashion of dividing Asia and Africa at the Nile, or at the Great Catabathmus [the boundary between Egypt and Libya ] farther west, had even then scarcely passed away".
Aug 03, 2020 · 109-Year-Old Veteran and His Secrets to Life Will Make You Smile | Short Film Showcase - Duration: 12:39. National Geographic 28,541,602 views
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4 days ago · A Babylonian world map, known as the Imago Mundi, is commonly dated to the 6th century BCE. The map as reconstructed by Eckhard Unger shows Babylon on the Euphrates, surrounded by a circular landmass including Assyria, Urartu and several cities, in turn surrounded by a "bitter river" (), with eight outlying regions (nagu) arranged around it in the shape of triangles, so as to form a star.
4 days ago · Where COVID-19 has spread around the world Some 190 countries and territories, representing every region on Earth, have now reported at least one case of the novel coronavirus.
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3 days ago · Africa. Africa is the world's second-largest and second-most populous continent. At about 30.3 million km2 (11.7 million square miles) including adjacent islands, it covers 6% of Earth's total surface area and 20% of its land area, accounting for about a fifth of the world's land.
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Aug 01, 2020 · Continent definition: A continent is a very large area of land, such as Africa or Asia, that consists of... | Meaning, pronunciation, translations and examples
Aug 01, 2020 · Physical Map of the World showing plateaus, deserts, river basins, lakes and physical altitude scale. Disclaimer: All efforts have been made to make this image accurate. . However Compare Infobase Limited and its directors do not own any responsibility for the correctness or authenticity of the
6 days ago · At a country level, China was the largest producer in the world in 2018 and accounted for around 12 per cent of total global production. Our interactive gold mining map provides a breakdown of the top gold producing countries in the world, which demonstrates the geographical dispersion of gold mining operations and the gold supply.
- Province Map
- Terrain Map
- Tree Map
- River Map
- Height Map
- Normal Map
- Color Maps
- Water Map
- Province Groups
- Ambient Objects
- Terrain Atlas
- Trade Winds
- Elevated Lakes
provinces.bmp controls the shape of the provinces. Works in conjunction with the definition.csv. All provinces must have a unique red-green-blue (RGB) color combination. Note that setting any pixel in this file as completely black (0,0,0) will crash the game.The provinces.bmp file should be in RGB mode and saved as a 24-bit bitmap image file (.BMP)
terrain.bmp controls the terrain assignment and textures. Works in conjunction with the terrain.txt.The terrain.bmp file should be in Indexed mode and saved as a 8-bit bitmap image file (.BMP). Ensure the color table remains, and is ordered the same as the base version.
trees.bmp controls the tree placement on the map. Works in conjunction with the terrain.txt. The resolution of the trees.bmp file affects the density of trees placed.The trees.bmp file should be in Indexed mode and saved as a 8-bit bitmap image file (.BMP). Ensure the color table remains, and is ordered the same as the base version.
rivers.bmp controls the river placement on the map. Rivers must always be 1 pixel thick.The rivers.bmp file should be in Indexed mode and saved as a 8-bit bitmap image file (.BMP). Ensure the color table remains, and is ordered the same as the base version.The following colors are used in the rivers.bmp: 1. Green: (0, 255, 0) - The source of a river. 2. Red: (255, 0, 0) - Flow-in source. Used to join multiple 'source' paths into one river. Note that a flow-in source does not need a green sour...
heightmap.bmp determines the 3D mesh of the map. ( 0, 0, 0 ) is the lowest point, with (255, 255, 255) being the highest. The sea level is set at (94, 94, 94), so any values below that will be submerged.Make the transitions between heights smooth, otherwise you will create noticeable jagged edges. The heightmap.bmp file should be in Greyscale mode and saved as a 8-bit bitmap image file (.BMP).
world_normal.bmp determines the 3D bump map. This is required to correctly add shadow to the height map.Normal maps can be created with Nvidia's texture tools from the heightmap.bmp, or by using Filter > 3D > Generate Normal Map in Photoshop CC.
The color maps: colormap_autumn.dds, colormap_spring.dds, colormap_summer.dds and colormap_winter.dds are applied on top of the terrain textures during their respective seasons. The colormap_x.dds files should be in RGB mode and saved in the .DDS format, using the 22.214.171.124 ARGB 32 bpp profile (RGBA8 in Gimp 2.8) with no mipmaps.
colormap_water.dds controls the color tint applied to water. The colormap_water.dds files should be in RGB mode and saved in the .DDS format, using the 126.96.36.199 ARGB 32 bpp profile (RGBA8 in Gimp 2.8) with no mipmaps.
The default.map is an important text file that defines several aspects of the map's gameplay function.A basic version looks like this:width and height are what control the map resolution. The game reads these values and then expects the image files to match. The following files should match the defined resolution: 1. heightmap.bmp 2. provinces.bmp 3. rivers.bmp 4. terrain.bmpThe following files should be half the defined resolution: 1. world_normal.bmp 2. colormap_autumn.dds 3. colormap_sprin...
The adjacencies file is found at /Europa Universalis IV/map/adjacencies.csv. As a comma-separated file, you may open it with Excel or other similar programs, or a text editor. The default encoding is ANSI.The file controls which provinces non-contiguously connect to other provinces. For example, an island is normally not connected to any other land provinces, as there are sea provinces in the way. The adjacencies file tells the game to connect such provinces, allowing land units to walk betwe...
Every province must belong to an area. If you interact with a province in game and it does not belong to an area, you will experience a crash to desktop.Areas can contain any number of provinces, although Paradox tends to have 3 to 5 provinces within every land area. This controls the level of development within each area. Sea areas are more lax, as over or under filling them has less of an impact on gameplay.Areas are formatted as follows:The color of the area (seen in the Areas map mode) is...
All areas must be associated with a region. Each region can take any number of areas.Importantly, the sea regions (i.e. regions containing sea areas) are what define the explorable regions in game via the Exploration missions for fleets.Regions are formatted as follows:For Random New World to function correctly, you need to include the following at the top of your region.txt, as the game populates it with the randomly generated areas.
Superregions are used to define 'continent' sized regions. Each region can only belong to one superregion, and sea regions are not assigned to any.Superregions are formatted as follows:For Random New World to function correctly, you need to include the following within your superregion.txt, as the game populates it with the randomly generated regions.
Found in continent.txt, continents are used to group large swathes of provinces together as a traditional continent. Continents have unique gameplay effects that superregions don't, which is where they differ.All provinces must belong to a continent, otherwise you may experience crashes.For Random New World to function correctly, you need to include the following within your continent.txt, as the game populates it with the randomly generated provinces.
Found in provincegroup.txt, province groups are similar to areas, although they have no inherent function. Rather, they allow the grouping of provinces, and then the province group name can be used as a scope in effects and triggers.
The ambient_object.txt is used to define the cosmetic 3D objects found in the map. This includes the map frame, so don't simply empty the file if you want to remove the other objects.The format for an ambient object is as follows:You can use the Nudge tool to place new instances and move objects, but if you want to add a new type, you must add it to the file first, then use the Nudge tool.The ambient objects for the canals are found here. To link them to the canal definition in default.map, y...
The positions.txt is used to define the idle position for units, cities, etc. You need to have these defined for every province, otherwise the game will become unplayable as soldiers disappear into the aether.The format for a position is as follows:It is best to use the Nudge tool to do this. Activate it by adding -nudge to your launch options for Europa Universalis IV. Then in game click the Nudge button in the initial menu. Use the tool, and then save. The altered positions.txt is found at...
The terrain.txt has multiple functions. It defines what terrain categories there are (i.e. grasslands, forest, etc) and associates these categories with indexed colors found in terrain.bmp. It does the latter for the trees.bmp as well.There is a category for every terrain type in game, as well as various special-case categories, such as pti and ocean. You can add and remove categories as you wish, although you must make sure all references else where to removed terrains are cleaned up, otherw...
The terrain textures used for specific terrains are found in atlas0.dds and atlas_normal0.dds. The association between the texture and terrain is inferred from the order of the indexed colors within terrain.bmp. For example, Grasslands associates itself with color index 0, meaning it will use the first tile in the texture atlas. Hills will use the second tile, etc.The atlas0.dds and atlas_normal0.dds must be saved in DXT5 with Mipmaps enabled.It is possible to increase the size of the texture...
The climate.txt is used to define which provinces belong to the special climate types: 1. tropical 2. arid 3. arcticThese climates apply a modifier 00_static_modifiers.txt to the province, and are handled differently by the AI.The climate.txt is used to determine which form of winter a province will suffer from is defined here. There are three winter types: 1. mild_winter 2. normal_winter 3. severe_winterIf a province is not defined here, they will experience no winter.The climate.txt is used...
The trade_winds.txt file is used to set the prevailing winds over certain provinces. This reduces or increases the speed of ships, affecting the speed of exploration.The format is as follows:The rotation is represented by a integer, with 0 pointing right, +10 moving counter-clockwise, -10 moving clockwise.
The seasons.txt file is used to define the color adjustments during the four seasons that pass in game. There are four seasons: winter, spring, summer and autumn. The format for each is as follows:The color format used is decimal HSV (Hue, Saturation, Value).The seasons.txt file also controls the tree models visual appearance over the year.
Due to the nature of the heightmap, the water level for the game is set the same everywhere on the map. However, lakes do exist at high altitudes. To create a lake above the water level, you need to use the lakes/00_lakes.txt file. This file allows you to spawn a lake texture via a triangle strip (https://en.wikipedia.org/wiki/Triangle_strip) at a set height.The easiest way to visualize how this works is this: The triangle strip marks out the general area for the elevated lake, and then the h...
5 days ago · The world of Europa Universalis IV is divided into provinces which are grouped into areas, regions, super-regions and continents.These groupings play a big part in the game as they are often used as scope triggers for the various scripted events, decisions, and similar.