Author |
Message |
Topic: how to start my first map? |
Buck_Compton
Replies: 16
Views: 14138
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Forum: Modding Workshop Posted: Mon Jun 06, 2016 3:53 am Subject: Re: how to start my first map? |
Hey Rhinolt,
In order to make a decent map I usually try to find a map or an aerial photo from around the time the map is in. So i generally take the following steps:
1. Cut out the general outline of the map I wish to draw 2. adapt it to the right margins for the mod it is meant for 3. start with a base layer (usually grass) 4. If there are any very significant terrain objects such as a large bridge or a cliff i draw them first so i can get the rest around it. 5. Put in the road network. First the asphalt roads then the dirt/mud roads and if necessary railroad tracks 6. Draw all the water objects like streams, sea, ponds or whatever is on the map 7. Next step is placing in all the house and structures, you need a roof and an interior. But don't forget about the shadows 8. is usually adding trees hedgerows and walls. 9. the last one is making it all match. add in details etc etc.
This all makes it sound easy. But I started drawing maps somewhere around 2003 or so. And I'm still trying to learn from others around here. Currently i'm trying to master the techniques used on the CC gateway to cean maps. It is a whole lot of trail and error to get a map to look the way you'd like it to be. Even now it sometimes takes me a couple of weeks to get the map right. But after a whole lot of time it sure is worth the while!
I generally use photoshop cs5 and modo 601 as my tools to draw the maps. Modo is for the 3d artwork such as terrain layers etc and photoshop is for the real deal. It is wise to follow southern_land's tips of trying to find a decent set of textures. you can clone them from original maps. And you can also cut and paste a lot. The link that ScnelleMeyer has given is very useful. I believe most of those textures are from Jim_rm2 he has made some very nice maps and a very awesome set of textures. You also might want to try and find textures from Dodam his are very general and very adaptive. I know Ortona has been drawn basically by his textures and I used them on the Rhineland.
Last but not least let me give you a small hint (which worked for me) thinking in layers has done it for me! it gave me the control I wanted or needed to draw my maps.
Well anyhow I wish you good luck!
Cheers Buck |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Tue Mar 29, 2016 3:02 am Subject: Re: Update thread |
ke_mechial wrote (View Post):
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It is good news you have started testing.
I am not an expert, but why don't you use the standard exe and check if Gameranger error persists? If yes, then it is the router or network, not the modification to .exe. Are you testing H2H in single battle or campaign mode?
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We tried that allready. I've spoken with Mooxe about this error. GR only seems to accept an original copy of the game. Seemingly it wont accept any sort of modded version of CC:LSA. I even tried Rhineland with the original exe but that doesn't fix our issue.
Cheers Buck |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Wed Jan 13, 2016 7:38 pm Subject: Re: Update thread |
ke_mechial wrote (View Post):
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Buck_Compton wrote (View Post):
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Pete wrote (View Post):
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Buck_Compton says I have to create a GC first . Patience is a virtue my friend
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What would a decent full mod be without a GC??
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I just meant to say, I am so curious and eager to see, how new maps are, new BGs, uniforms, weapons, GUI of the new mod. The mod also portraits an era of WW2 untouched by other mods. Of course, We all know GC is vital to every mod and admire the efforts of pete and you.
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Hahaha I was just messing with you guys. I understand you guys are eager to see what we made. But I believe it will be worthwhile waiting for it!
Cheers Buck |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Tue Jan 12, 2016 10:30 pm Subject: Re: Update thread |
Pete wrote (View Post):
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Buck_Compton says I have to create a GC first . Patience is a virtue my friend
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What would a decent full mod be without a GC?? |
Topic: How to view GameGadg.gdg and ScrnGadg.gdg files? |
Buck_Compton
Replies: 8
Views: 9351
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Forum: Modding Workshop Posted: Sat Sep 19, 2015 11:30 am Subject: Re: How to view GameGadg.gdg and ScrnGadg.gdg files? |
Hey Jagdhund,
You can find them here:
Downloads Toolbox
Both CCmunger and RTBtool are quite good options. I also would like to advice you to use the Gadgetmunger. But, depending on which version of windows you are working, it might need some additional files to run without bugs.
Cheers,
Buck |
Topic: Shadows.azp |
Buck_Compton
Replies: 2
Views: 3772
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Forum: Modding Workshop Posted: Sat Sep 12, 2015 4:38 pm Subject: Shadows.azp |
Hey Guys,
I've started adding some new vehicles to the tanks.azp for the Rhineland '45 mod project. Along with those tank images come the shadows. I'm having some difficulties getting this job done. I've copied the shadows from LSA and WAR. But when i add them something odd happens. The shadows.azp filesize changes from 5mb to about 93mb. And when trying to start a battle the game seems to completly bog down or gives me the following error message: Unable to find . please reinstall. I've used FXmunger for the unpacking and pacing the azp's
Can someone tell me what i'm doing wrong?
Cheers,
Remi |
Topic: unit icons |
Buck_Compton
Replies: 2
Views: 3332
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Forum: Modding Workshop Posted: Sat Sep 12, 2015 4:32 pm Subject: Re: unit icons |
Hey,
This looks quite nice. I would at a nato symbol to it. You might add a shadow behind the soldiers.
Cheers
Buck |
Topic: Battle of the Scheldt has been released |
Buck_Compton
Replies: 80
Views: 110060
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Forum: CC5 Battle of the Scheldt Posted: Sat Sep 05, 2015 4:49 pm Subject: Re: Battle of the Scheldt has been released |
pvt_Grunt wrote (View Post):
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Pete wrote (View Post):
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tripwire wrote (View Post):
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Pete, still near the top of your list (along with Buck) is Rhineland '45..... right?
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Right! Right after preserving sanity
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And having a life
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And probably a career |
Topic: How many will go windows 10? |
Buck_Compton
Replies: 36
Views: 39605
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Forum: The Mess Posted: Wed Jul 01, 2015 10:02 pm Subject: Re: How many will go windows 10? |
Hey guys,
I'm currently running on the windows 10 pro insider preview and it works just fine in my opinion. Also cc5 trough PiTF work just fine on the system. So there is no reason for me not to. The current build works just fine for me except for some minor bluetooth issues.
Cheers,
Buck |
Topic: Creating a new stratmap editor for LSA |
Buck_Compton
Replies: 8
Views: 9152
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Forum: Close Combat Last Stand Arnhem Posted: Mon Jun 29, 2015 10:06 am Subject: Re: Creating a new stratmap editor for LSA |
Hey Guys,
Pete was obviously not asking you guys about this for no reason. I've got a friend who I met when I moved to my current home town who is a programmer. We spoke about the subject of making a LSA stratmap editor. We have planned our first meeting to see what is needed to be done and have a look at Mafi's tools and the original Strateditor. I've also written a SCRUM file that indicates the basics and priorities of the tool and I won't promise anything at this moment. But my goal is to have him design a program that makes modding LSA, PiTF, GTC and TLD stratmaps a whole lot easier for all the modders around here.
So I will keep you guys updated on this project.
Cheers,
Buck |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Fri May 15, 2015 8:52 pm Subject: Re: Update thread |
Thank you guys. It is a paintstaking job. Each minor error is a reason for a crash with which i'm battling right now. |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Mon Apr 20, 2015 8:06 pm Subject: Re: Update thread |
Hello Guys,
Today I found some time to code the last two remaining maps. With that done we are just one more step closer to finishing this project. I do need to refine and standardize all the details.
I've also started working on a stratmap a sample of which is shown in this post, I hope you like it. But this part of the project is still far from done as we still need to discuss some connections and the map needs to be coded.
Cheers,
Buck |
Topic: Ortona 1943 v1.0 Released |
Buck_Compton
Replies: 52
Views: 53261
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Forum: CC5 Ortona 1943 Posted: Mon Feb 02, 2015 4:10 pm Subject: Re: Ortona 1943 v1.0 Released |
Let us not forget about PT who started this project originally.
Cheers Buck |
Topic: Working towards update |
Buck_Compton
Replies: 37
Views: 36987
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Forum: CC5 Ortona 1943 Posted: Mon Feb 02, 2015 4:07 pm Subject: Re: Working towards update |
Thanks Mooxe for hosting this project! It has been a tough road to the final result but I'm glad we where able to finish this project.
Cheers Buck |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Tue Jan 06, 2015 11:37 pm Subject: Re: Update thread |
Hahaha yes thats true missed that one thanks |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Tue Jan 06, 2015 6:21 pm Subject: Re: Update thread |
Hello Dirzzt,
Thanks for your post it is always nice to hear that people are interested in our projects. Regarding the brightness I do not believe that colors would a bit darker especially at the end of the winter. Everything changed in one big mud pool. About porting the Scheldt, yes Peter and I have been discussing about it. It is on our list doing that. But we have a couple more projects on our list we would like to do. The same will obviously go for Ortona.
Cheers Buck and thank you again. |
Topic: Update thread |
Buck_Compton
Replies: 127
Views: 105625
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Forum: Rhineland '45 Posted: Fri Jan 02, 2015 10:32 pm Subject: Re: Update thread |
Hey guys,
Thanks for your interest in our project. I added a picture of the newest map I have made for the mod its a town Erkelenz just behind the rur river. It was a major crossroads an communication center in the German defense. This town gave acces to the routes to Mönchen-Gladbach and Venlo. I'm now on about 75% of the coding work. When that is done I will get to work on a stratmap and detailing of the maps.
@ke_mechial: Yes it is true that I posted that. Pete and I have discussed this subject. How things are looking right now I fear it wont be included into the mod as the Pershing tank doesn't seem to be used in combat operations noth of the line Aachen - Cologne.
Cheers Buck |
Topic: Where is CplFilth? |
Buck_Compton
Replies: 4
Views: 6721
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Forum: The Mess Posted: Sat Oct 25, 2014 1:36 pm Subject: Re: Where is CplFilth? |
Well I just need to have the source code from stratedit.
Cheers Buck |
Topic: Where is CplFilth? |
Buck_Compton
Replies: 4
Views: 6721
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Forum: The Mess Posted: Fri Oct 24, 2014 3:48 pm Subject: Where is CplFilth? |
Does anyone know if he is still around in 'CC-World'? I would like to talk to him about his stratedit.
Cheers Buck |
Topic: Update February 2014 |
Buck_Compton
Replies: 5
Views: 11303
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Forum: Rhineland '45 Posted: Fri Feb 21, 2014 3:56 pm Subject: Update February 2014 |
Hey guys,
It has been a while since we kept you up to speed on our project. So here is where we are at now:
Maps: I have almost all of them ready. Whats remaining are two maps. one is allready dedicated but needs to be drawn. The other one is still a matter of discussion. Pete and I try to fiend a good balance between playability, historical accuracy and ofcourse a decent balance on the stratmap.
Data: Pete has done a lot research and reading. It is hard to find confirmation of one single source in another. Especially the AAR's on allied and axis side seem to be contradicting or at the very least biased. Any how he has made a list of BG's and made a start filling in the details of the teams.
Graphics: I have been busy trying to fill in the last gaps in the graphics. But for as long as things like BG's and Maps keepchanging so will the graphics.
Thats it for now.
Cheers Buck |
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