Map Modding Quick Reference

This page will serve as a map modding quick reference guide to help modders quickly find the proper image export settings for their image editor of choice. It will also contain some handy guides and notes for common map editing tasks.

For a complete reference of the different map files (images and text), visit Map modding.

Map Export Settings

This is a reference guide for the required map export settings when working with map image files in Europa Universalis IV.

Gimp Export Settings
Map Image Dimensions Image Mode Image Precision Export Settings Notes
heightmap.bmp Same dimensions as defined in default.map Grayscale 8 bit integer Default BMP Export
world_normal.bmp Half the dimensions defined in default.map RGB 8 bit integer Ensure that "Advanced Options" -> "24 bits R8 G8 B8" is selected Guide on how to generate world_normal.bmp
provinces.bmp Same dimensions as defined in default.map RGB 8 bit integer Ensure that "Advanced Options" -> "24 bits R8 G8 B8" is selected
terrain.bmprivers.bmp Same dimensions as defined in default.map Indexed 8 bit integer Default BMP Export
trees.bmp ⅛ the dimensions defined in default.map dimensions (see notes) Indexed 8 bit integer Default BMP Export The scaling can be whatever you like, but a smaller image creates larger clumps of trees,

and a larger image will create smaller clumps of trees. Vanilla uses a factor of ⅛.

colormap_autumn.dds

colormap_spring.dds

colormap_summer.dds

colormap_water.dds

colormap_winter.dds

Half the dimensions defined in default.map RGB 8 bit integer Compression: None

Format: RGB8

Older versions of GIMP did not support DDS images. If you cannot open or export the DDS file format, first try updating GIMP to the latest version.
Photoshop Export Settings
Map Image Dimensions Image Mode Image Precision Export Settings Notes
heightmap.bmp Same dimensions as defined in default.map Grayscale 8 bit integer
world_normal.bmp Half the dimensions defined in default.map RGB 8 bit integer
provinces.bmp Same dimensions as defined in default.map RGB 8 bit integer
terrain.bmprivers.bmp Same dimensions as defined in default.map Indexed 8 bit integer
trees.bmp ⅛ the dimensions defined in default.map dimensions (see notes) Indexed 8 bit integer The scaling can be whatever you like, but a smaller image creates larger clumps of trees,

and a larger image will create smaller clumps of trees. Vanilla uses a factor of ⅛.

colormap_autumn.dds

colormap_spring.dds

colormap_summer.dds

colormap_water.dds

colormap_winter.dds

Half the dimensions defined in default.map RGB 8 bit integer
Paint.NET Export Settings
Map Image Dimensions Export Settings Notes
heightmap.bmp This file cannot be exported by Paint.NET due to its lack of grayscale BMP support. You may edit this file in Paint.NET and copy it to a program

such as Gimp for exporting and saving.

world_normal.bmp Half the dimensions defined in default.map Dithering: 0
provinces.bmp Same dimensions as defined in default.map Ensure that Bit Depth is set to "24-bit"

when exporting.

terrain.bmp

rivers.bmp

trees.bmp

These files cannot be exported by Paint.NET due to its lack of indexed BMP support. You may edit these files in Paint.NET and copy it to a program

such as Gimp for exporting and saving.

colormap_autumn.dds

colormap_spring.dds

colormap_summer.dds

colormap_water.dds

colormap_winter.dds

Half the dimensions defined in default.map B8G8R8 (Linear, R8G8B8)

Normal Map Generation Guide

This section will explain how to generate your world_normal.bmp file from your heightmap.bmp file.

Gimp Normal Map Generation

This requires GIMP 2.10 or later.

  1. Start by opening your heightmap.bmp file in Gimp
  2. Change the image mode from "Grayscale" to "RGB"
    1. In the top bar, click "Image" -> "Mode" -> "RGB"
  3. Apply the "Normal Map" filter
    1. In the top bar, click "Filter" -> "Generic" -> "Normal Map"
    2. Check the "Flip Y" checkbox
    3. Adjust "Scale" as desired
    4. Click "OK" to apply the filter
  4. Scale the image by half
    1. In the top bar, click "Image" -> "Scale Image..."
    2. Set both the "Width" and "Height" values to half of the defined width and height values for your map
      • Having the proportions linked (connected chain symbol) means you only need to alter one of the values, not both
      • To quickly scale your dimensions in half, simply add /2 to the end of one of your dimension values and press ENTER
    3. Set "Interpolation" to "Cubic"
    4. Press "Scale" to perform the scaling operation
  5. Export the image as world_normal.bmp
    1. In the top bar, click "Image" -> "Export As..."
    2. Change the name from heightmap.bmp to world_normal.bmp. This step is important! If you forget, you may end up overwriting your heightmap.bmp file!
    3. Press "Export" to begin the export
    4. Check the "Advanced Options" -> "24 bits R8 G8 B8" option
    5. Press "Export" to export the image

And you're done!

Miscellaneous

Notes on working with indexed images

Some notes on working with Indexed BMP images. These images are rivers.bmp, terrain.bmp, and trees.bmp. provinces.bmp is technically not an indexed image, but these same principles can be applied to it as well.

  • It's rarely a good idea to create your own indexed images from scratch. Even if you are creating map files for a brand new map, you should create these files by copying from vanilla, then resizing and drawing your map as desired. The reason is that by copying, your image will contain a ready-made colour map built in and ready to go. If you don't do this, you would have to go through the tedious process of manually setting up the colour map of the image.
  • Avoid tools and features that introduce "softness" into the image, since these can introduce extra, undesired colours when each pixels colour has a specific meaning.
    • When scaling any portion of an indexed BMP image (or the whole image), you must not use any interpolation in order to avoid introducing interpolated colours.
    • It's important to only use hard-edged tools while editing indexed BMP images (e.g., pencil, bucket fill, line tool). Soft tools like the Paintbrush or the Airbrush can also introduce interpolated colours.
    • You must also only use hard selection, rather than "feathered" or "softened" selections as these too can introduce interpolated colours into the image.