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Cartography - Close Combat III Map Making
Foot’s Close Combat III Map Making



Section I: Making the Map Image


1. It’s usually a good idea to start with a sketch of what it is you intend
to do, marking out where buildings, roads and other key features will roughly
be positioned. Even better would be to use an aerial photo which looks straight
down onto the area you plan to recreate (these, however, are pretty hard to come by).


2. Create your map image using a paint program such as Paint Shop Pro or,
if you’re exceedingly wealthy, Photoshop . The map size should be in multiples
of 120 pixels and no larger than 2880 x 2040, which is the largest size CC3
recognizes. Save the file as an uncompressed TGA file. A good starting point
for graphic elements on your new map are existing maps. You can get these by
converting your original CC3 maps (ie the mapname.BGM files found in your CC3Maps folder)
by using the method and tools described below in the “Texture Maker” section.


Section II: Making the Roofs and Interiors


3. To create the exterior roof image, use the selection tool in your paint
program and marquee the entire roof including any landscape outside the building
as necessary to fit the entire roof inside the selection area. Buildings
flush with the map edges (ie. at right angles to the edges) should have 1-2
pixels of landscape included with the roof selection. Buildings angled (ie. not
flush) will have as much exterior landscape included in the selection as
necessary. It is Important that you make no changes to the landscape, including
adding shadows, once you select and copy your roofs. At the point you select
each roof to copy, note the corner pixel coordinates of the upper left and
lower right corners (X1 and Y1). Keep a running list by naming each roof you
copy (eg, ext1.TGA) including the coordinates.


4. Image coordinates MUST be accurate. If not, you will end up with a skewed
roof/interior image on your map. The most accurate way of determining the correct
coordinates is to note the X1, Y1 coordinates and add the image dimensions to this
(use the view image information feature of your paint program to get this). This
will give you the correct X2 and Y2 coordinates.


5. The way roofs work is that you view the .BGM map until teams enter the boundary
defined by the corner coordinates of each building. When they do, the game imposes
the interior image which you will create from a copy of the copy of the roof. When
teams exit the boundaries of each building, the game doesn’t revert back to the .BGM but
imposes the roof image you have copied. This is so that if there are dead
soldier sprites in the building they will be 'covered' by the roof image.
Otherwise, if the game reverted to the .BGM these dead men would suddenly be on
top of the roof.


6. To create the interior images, make a copy of the roof copy made above
(roof and interior images MUST be the same size) and 'hollow out' the interior
by creating walls (~4 pixels wide) and adding a floor texture or color. Larger
interiors can include furniture and inner walls if you wish. Be as creative as
you like when doing interiors. Name your finished interior image (eg Int1.TGA, etc)
and place the roof and interior image 'pairs' in a folder. I prefer separate
folders for the interior and exterior images.


7. Use Texture Maker 3 to convert the image pairs from .TGA to CC3 format.


8. To create the .RFM (roof), file, use Dreaded88's Roof Maker.
It’s very straightforward (see next paragraph). Run Roof Maker from the directory
where you have your CC3-converted roof pair images. The program will generate a
"map.RFM" file in the directory it's run from. Rename this and copy
to the maps folder in your CC3 directory when done. Make sure the file name
is the same as the other files for your map and is not longer than seven
characters, otherwise CC3 will not recognize it.


9. After executing the Roof Maker program, you will be prompted for the following:



  • the number of roofs to be in your
    roof file,



  • the X1 coordinate for your first roof,



  • the Y1 coordinate for your first roof,



  • the X2 coordinate for your first roof,



  • the Y2 coordinate for your first roof,



  • the name of the exterior roof file (eg ext1), and



  • the name of the interior roof file (eg int1)


    10. After inputting the information for the first roof file, you will again be
    prompted for the coordinates for your second roof, and so on.


    11. Do NOT remove the headers from the converted image (as you would do for a CC2 map)!
    The program will do it for you.


    12. The X & Y values are the corner coordinates you noted when you copied the
    roofs off the map. X1,Y1 are the horizontal, vertical coordinates of the upper left corner,
    X2,Y2 are the coordinates for the lower right corner.


    Section III: Creating Terrain Elements


    13. Convert your finished map from .TGA to .JPG. Use Kwazydog’s Map Maker to
    specify a terrain element value and elevation for every 10x10 block of pixels on the map.
    Map Maker will output a map.TXT file (where “map” is the name you give to your map). Output
    your map.TXT in both CC2 & CC3 formats. The CC3 formatted file (map.TXT) will be used as part
    of the map file set in CC3/Maps while the CC2 format will be used in Vince Viaud’s LOS Maker to create the map.LOS file. Make sure you back up your work regularly as Map Maker is
    a tad unstable at times.


    14. You might find, after completing your map, that it crashes the game. This may be caused
    by one of the elevation elements being -1 in value. To make sure this doesn’t happen, open the TXT
    file in a text editor and make sure there is no -1 value (it’s usually the first one). If it’s there,
    change it to another value, usually the same as the value next to it, and save.


    Section IV: Creating a Line of Sight File


    15. Run the finished CC2 map.TXT file through LOS Maker by using CplFilth's CC3 Batch.
    Do this by following these steps:



  • rename the TXT file to mapxxx (eg, map400 - remember to remove the .TXT extension too).



  • place the file in a directory which contains CCLOS.EXE and the CC3 Batch files.



  • run the CC3 Batch file and enter the number of the map (eg 400) when prompted.



  • go and watch a movie while the program does the calculations (this could take up to 45 minutes or more
    depending on the size of the map).



  • rename the .LOS file so that it has the same name as all the other parts of your map (eg zerstr.los).
    Remember not to make the file name greater than seven characters.



  • place the LOS file in your CC3/Maps folder with the formatted map.TXT file.


    Section V: Creating the Medium (MMM) and Small Map (OVM) Files


    16. The next and close to last step in finishing your new set of map files is to create the .OVM (overview map) and
    .MMM (Map Monitor Map) files by reducing the full map graphic you created. Proportions between the .BGM,
    .OVM & .MMM files are listed at the end of this Instruction (Annex A). Reduce your full map as necessary.
    Name the files something like BGM.TGA, OVM.TGA and MMM.TGA so you know which is which.


    Section VI: Converting Your TGA Images to CC3 Format Using Texture Maker 3


    17. TM3 is a command line tool so you’ll need to open a DOS window to use it. Follow these steps:



  • Place your BGM.TGA, OVM.TGA & MMM.TGA files in the TM3 folder.



  • Open a DOS Window [Start Menu/Programs/MS DOS Prompt].



  • Set your path to the folder which contains TM3 and the .TGA files.



  • Type- tga2cc BGM.TGA BGM.BGM (where “BGM” is the name you’ve assigned your map).
    TM3 will convert the .TGA file and create a CC3 format .BGM file in the TM3 folder.


    18. Do the same for your OVM.TGA and MMM.TGA files (eg. type- tga2cc map.TGA map.OVM
    (where “MMM” and “OVM” are the name of the map).


    19. The TM3 converted .BGM file is ready to use. The converted .OVM and .MMM files
    need some slight hex editing of their headers to make them work. Use a hex editor like Hex Workshop
    which are available freely on the net.


    20. What you need to do is



  • multiply the file’s WxHx2 (width times height times 2 dimensions of your .OVM and .MMM files.



  • Use the hex editor’s Base Conversion Tool to convert the result from decimal [base10] to hexadecimal
    [base16]. eg. 160 in decimal = A0 in hexadecimal.



  • Take the hexadecimal value and reverse it. For example, an .OVM image with the dimensions 884x716
    would have a WxHx2 decimal value of 1265888



  • The hexadecimal value of 1265888 is 13 50 E0.



  • Reversed, the hex value becomes E0 50 13.



  • This value needs to be input in the .OVM header (the first 16 bytes of the file) beginning at byte 5.
    The finished .OVM file header will then read:



  • 4D 41 50 49 E0 50 13 00 74 03 00 00 CC 02 00 00


    21. Do the same for the TM3 converted .MMM file.


    SECTION VII: FINISHING OFF & PROBLEM SOLVING


    22. Place all six new map files (.BGM, .OVM, .MMM, .RFM, .TXT & .LOS] in your CC3/Maps
    folder.


    23. Run CC3 and in the Scenario Editor/New Scenarios, you should be able to select your new
    map from the image roster and create a battle for it.


    24. If it doesn’t appear, then something is wrong (don’t be disappointed if this happens the first time, it
    almost always does for me). Here’s some possible causes and solutions:



  • Not all the files are in your CC3/Map folder. Make sure you have all six files and that they all start with
    the same name (eg Pleime.XXX).



  • One or more file names are more than seven (7) characters long (eg Pleime65.XXX) Reduce the number of
    characters to no more than seven.



  • You can create a scenario but when you go to play it, it’s not listed. One cause of this is that the map is
    too large. Make sure the BGM file is no greater than 2880x2040.


     


  • Roofs appear skewed. This is caused by incorrect coordinates. Check the roof’s coordinates
    and either re-make the RFM file (this is the easiest way unless you have heaps of roofs), or edit the
    coordinates using a hex editor (this is much harder, but is quicker if you have a lot of roofs).



  • The Overview (OVM) or Map Monitor Map (MMM) maps in Scenario Editor appear skewered or are otherwise completely
    illegible. This is most likely caused by incorrectly entering the size of the maps during your hex editing session.
    Recheck the dimensions and make sure the hex conversion is correct, properly reversed and in the correct place (see
    Section VI).



  • If the map still doesn’t work, try isolating which file is causing the problem. Do this by renaming you map
    files (one at a time) to the name of an existing map which works and is the same size. Start with, say, the BGM
    file and make sure this file works. Next try the TXT file and see if this works. Keep going until the game doesn’t
    work. Then you know which file is causing the problem. Try some of the above solutions to see if that fixes it.
    If you can’t work it out, you can always redo that particular file from scratch, carefully following the instructions
    outlined above.


    Have fun!


    Naked Foot


    ICQ: 24443560


    Annex A - Map Dimensions


     







































































































































































































    Map Name
    Tile Size
    BGM Size
    OVM Size
    MMM Size
    Berlin 1 72x45 2880x1800 1044x640 1044x640
    Berlin 2 63x51 2520x2040 884x516 160x129
    Izyum 1 66x45 2640x1800 1024x698 160x109
    Izyum 2 66x45 2640x1800 1024x698 160x109
    Izyum 3 66x45 2640x1800 1024x698 160x109
    Kharkov 1 66x45 2640x1800 1024x698 160x109
    Kharkov 2 66x45 2640x1800 1024x698 160x109
    Kharkov 3 66x45 2640x1800 1024x698 160x109
    Korsun 1 66x45 2640x1800 1024x698 160x109
    Korsun 2 72x45 2880x1800 1044x640 160x100
    Korsun 3 66x45 2640x1800 1024x698 160x109
    Kursk 1 72x51 2880x2040 1010x716 160x113
    Kursk 2 66x45 2640x1800 1024x698 160x109
    Kursk 3 66x45 2640x1800 1024x698 160x109
    Lvov 1 66x48 2640x1920 984x716 160x116
    Lvov 2 66x45 640x1800 1024x698 160x109
    Lvov 3 66x45 2640x1800 1024x698 160x109
    Moscow 1 66x42 2640x1680 1044x651 160x101
    Moscow 2 66x45 2640x1800 1024x698 160x109
    Moscow 3 66x45 2640x1800 1024x698 160x109
    Red Square 66x51 2640x2040 926x716 160x123
    Stalingrad 1 63x51 2640x2040 884x716 160x129
    Stalingrad 2 72x51 2880x2040 1010x716 160x113
    Stalingrad 3 72x51 2880x2040 1010x716 160x113
    Vistula 1 69x45 2760x1800 1033x668 160x104
    Vistula 2 66x48 2640x1920 984x716 160x116
    Vistula 3 69x45 2760x1800 1033x668 160x104

    The following based on Mick
    (xe5)’s MAP FAQ with additions by Naked Foot










    Copyright © by Close Combat Series All Right Reserved.

    Published on: 2008-06-08 (5048 reads)

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