Europa Universalis IV

Europa Universalis IV

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Cantons for Colonial Flags
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205.370 KB
2020년 3월 28일 오후 1시 52분
2020년 9월 14일 오전 7시 32분
업데이트 노트 8개 (보기)

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Cantons for Colonial Flags

설명
This mod edits colonial flags, so that instead of taking the overlord's flag and cutting it in half, the overlord's flag is resized to half its size and put in a canton (top left corner) of the flag.



This is achieved by editing four shader files (masked_flag.shader, maskedflag_greydown.shader, text.shader and pdxmesh.shader). Because of that, this mod will work with any other mod, including ones that change flags, as long as those four files are not overwritten. To our knowledge, there are very few if any mods that do that.

Thanks to Hutama, flags on 3d map models and in text are also supported.

Works with revolutionary flags as well.

Known Issues

Overlord flag change

There is currently a bug present for colonies in vanilla with the 3d animated flags above cities. If the overlord changes its flag, the colonial flag will not get updated and will still display the old overlord flag.

This can happen when:
  • the overlord forms another country.
  • the overlord goes revolutionary.
  • the overlord is fully annexed by another country which then inherits the colony.

You will have to save and reload for the flags to be updated and displayed correctly.

This bug has been reported to Paradox and we can only hope it is fixed in a future update.

Detail loss on small UI flags

Nothing really to be done here, these UI flags are already tiny and lacking detail. Halving their size to tuck them in the corner means even further loss in resolution. Expect horizontal lines and small dot or symbols to disappear.

Sadly, a lot of the usual colonisers such as France, Great Britain or Denmark (after integrating Norway) are affected by this issue. How well. Form another tag or embrace the revolution as fast as you can and bleach your eyes in the meantime.

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Ironman compatible. Should work with any game version.

Feel free to use in your mods, provided you give credits to Yard1 & Hutama both in your mod description and in the relevant files.

Check other stuff I have worked on, especially Equestria at War :)

If you want to support me, please consider checking out my Patreon[www.patreon.com].
인기 토론 모두 보기(3)
15
2024년 12월 31일 오전 4시 44분
wait, all flags are bugged
Redride' s OG
0
2023년 6월 1일 오전 5시 36분
Possible algorithm to compute the "zoom factor" for custom flags
MouToN
0
2020년 4월 13일 오후 3시 49분
It's not loading
Jrookus
댓글 110
PeacefulExplore 2025년 8월 20일 오후 9시 55분 
Still seems to work
cool mod :steamthumbsup:
Tyddies 2025년 3월 6일 오후 4시 42분 
Great mod!
Gospodin Amodus 2024년 10월 31일 오전 3시 14분 
Does it still work?
Limyx826 2023년 11월 7일 오후 10시 30분 
So do 1.36 break this? Cause they change the UI of the game this time round.
MyUsersDark 2023년 10월 17일 오전 8시 00분 
Basically required to play the game
MouToN 2023년 6월 1일 오전 4시 06분 
... but for* custom flags ...
MouToN 2023년 6월 1일 오전 3시 31분 
Also for txt.shader, I see that you use the formula
cantonCoord = v.vTexCoord + v.vTexCoordFlag * zoomFactor;
A general formula would be
int2 FlagsPerRowAndColumn = ...; // (16,16), (10,4), or (10,2)
cantonCoord = v.TexCoord + v.vTexCoordFlag / FlagsPerRowAndColmun;
For regular flags, FlagPerRowAndColumn is always (16,16) so your zoomFactor of (1/15,1/15) is quite close, but but custom flags, I have implemented, for a personal mod, a function that returns (10,4) or (10,2) — Vanilla values — which could be useful for your PixelShaderFlagTextColorColony::main.
MouToN 2023년 6월 1일 오전 3시 04분 
Hi, can anyone tell me if this also works with custom nation flags?
I know that the texture coordinates of the pattern are treated by the shader as they would be for any regular flags, but I think that the symbol is just another layer, added after the masked flag and before the overlay.
theprimaroxas 2023년 5월 2일 오전 2시 33분 
this is maybe the best flag mod in the game
Axl 2023년 4월 21일 오후 5시 46분 
can comfirm this and sulphur's graphics are incompatible