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Author Message
  Topic: Sharing tips for creating new vehicles.
CSO_Linebacker

Replies: 83
Views: 78301

PostForum: Modding Workshop   Posted: Sun May 23, 2010 7:38 am   Subject: Re: Sharing tips for creating new vehicles.
I mentioned this in another thread a couple of days ago. I set up LW to render the 17 keyframes for the animation, but the amount of detail left after rendering at approx 8ppm is ridiculously low...just look at atomics originals vs anything modders have done over the years.
  Topic: Sharing tips for creating new vehicles.
CSO_Linebacker

Replies: 83
Views: 78301

PostForum: Modding Workshop   Posted: Fri May 21, 2010 6:20 am   Subject: Re: Sharing tips for creating new vehicles.
Pzt_Kanov wrote (View Post):
-Jager- wrote (View Post):
just my try to edith some texture
Some one know of a good tutorial? for edith vehicles?


Those look awesome! the panther looks tilted, is it?? did you edited all 17 images? any videos or moving gifs? if they are not, you do realize you could have moving threads effects right? just change the threads a little in each image.

I figured this thread was about making some sort of guide or whatever because I hadn't found one either, but looks like you are very good anyway, maybe you could share some tips?


Have you tried this recently? I tried this 3 or 4 years ago when drawing the vehicles for Jim's Afrika '40-'41 mod of the original CC5. Despite using RTB tool and making 17 different images to create the moving track effect, it did not work in the game.  The tread remained stationary throughout and did not actually animate as hoped...and expected.

Just curious as to whether or not you had tried this on the update exe of with WAR or TLD, and actually got it to show up in game.
  Topic: Seamless Strategic Scenarios...
CSO_Linebacker

Replies: 34
Views: 18549

PostForum: The Mess   Posted: Thu May 20, 2010 8:40 pm   Subject: Re: Seamless Strategic Scenarios...
I had envisioned a similar idea but on a smaller scale. I couple of years ago, I took a map of Betio scaled to CC...then layed a grid system over it.  It was a system of offset 1200 X 1200 grids...with the offset allowing for each map to potentially exit onto more than one map on a side.  Sounds like your idea is something similar but on a grand scale.
  Topic: Players Debate - Tilted/Angled Graphics
CSO_Linebacker

Replies: 34
Views: 18151

PostForum: The Mess   Posted: Thu May 20, 2010 7:57 pm   Subject: Re: Players Debate - Tilted/Angled Graphics
You may see it, but what I was saying, is that it is just a typical animation loop like any other in CC, whether the terrain is coded the same elevation or not. When you run that sherman on a road where the elevation is all the same, you still see the tilting/rocking/rolling
  Topic: Players Debate - Tilted/Angled Graphics
CSO_Linebacker

Replies: 34
Views: 18151

PostForum: The Mess   Posted: Thu May 20, 2010 6:11 pm   Subject: Re: Players Debate - Tilted/Angled Graphics
First off, nice discussion...lots of responses in only 3+ days.

When RTBTool came out, I made a keyframe sequence for LW that would render the 17 different tilted images for vehicles.  This was based on the 17 keyframes that Atomic originally used when rendering their 3d models in 3DS.  I've never used it beyond testing for a couple of reasons.

1. I had never before noticed the tilting in the game, so it obviously didn't add that much to the game for me.
2. The lack of detail that comes with rendering vehicles at the CC scale with the animation was not worth it to me. I found that I preferred the higher detail over the animation...with pt#1 above being the main reason.  Now, if the standard scale was the zoom scale of CC3 then perhaps my attitude might change.
3. The terrain doesn't actually have an effect on the animation.  It is a straight 17 frame animation.  You can being driving down a flat road, and you still see the tilting/rocking/rolling animation.



For the 'floating' issue...that can be addressed with Mafi's VehShadEdit tool...if a person wants to take the time to make the shadow as good as possible.

For buildings, well, that's obviously up to the mapmakers.  I like to render the buildings and as many structures as possible on my maps in LW, in order to give them the slight 3d effect...but the main reason I do it that way is to provide them with accurate shadowing.
  Topic: Players Debate - Modding Re-releases
CSO_Linebacker

Replies: 99
Views: 50249

PostForum: The Mess   Posted: Sat May 15, 2010 6:10 pm   Subject: Re: Players Debate - Modding Re-releases
Stwa wrote (View Post):

Regarding the skill required to do a job, its hard to imagine putting 1000 hours into anything. I wasn't there, so I wont comment futher, only to say that if these hours represented work and not simply duration, some eyebrows must have been raised.


Hard to imagine putting 1000 hours into anything?...that's only about 6 months of working at a full-time job 40 hours a week.  I take it you're not a career man yet.  It's not quite as simple when you can't cut and paste copyrighted pictures into the gui and gadgets.

Pulled out the old excel database, and my exact total was 937.25 hours...so I guess technically, it's closer to 900 hours, although, it is still nearly 1000 hours on the project.  Why would it raise eyebrows?  I was a volunteer.

Someone else wanted to know how many hours were involved in a mod conversion.  I can say that for my part before my old comp died...why I was not involved in the longest day...I had logged about 120 hours into the GJS conversion to TLD of GUI, data, and stratmap.txt.  HD died and never went back to finish.
  Topic: Players Debate - Modding Re-releases
CSO_Linebacker

Replies: 99
Views: 50249

PostForum: The Mess   Posted: Sat May 15, 2010 5:56 pm   Subject: Re: Players Debate - Modding Re-releases
Therion wrote (View Post):

Nah. The main problem is that the Matrix decided that buying the rights to CC was a big enough cost and decided that they'll release modded games with small engine tweaks for full prices of new games.


Get your facts straight.  Matrix didn't buy the rights.  Simtek made a rights agreement with Destineer.  Simtek would work on the re-releases, but Destineer gets the largest cut of the pie from the 3, or more, hands going into the pie as the rights holder.  Simtek goes the way of the Dodo, and Strategy3Tactics evolves from the ashes in an effort to complete the Simtek contract with Destineer...all the while hoping that their piece of the pie...the smallest of all the hands in the pie...will be enough to produce a brand new game on a brand new engine once out from underneath the licensing rights.

Therion, you were never this angry as a tester fro CCMT
  Topic: Wacht Am Rhein - Bug Reports
CSO_Linebacker

Replies: 177
Views: 133456

PostForum: Close Combat Wacht am Rhein   Posted: Wed May 12, 2010 10:17 pm   Subject: Re: Wacht Am Rhein - Bug Reports
Yes, Schreck's right. I remember The Blood saying that is the default setup, and is usually a result of exit/entry VL issues between the map and the surrounding/connecting maps.
  Topic: Ryan struggling with x-tank
CSO_Linebacker

Replies: 6
Views: 5572

PostForum: Modding Workshop   Posted: Tue May 04, 2010 10:29 pm   Subject: Re: Ryan struggling with x-tank
Privateryan1 wrote (View Post):
Thanks for the reply , I had a look at it and to me its quite confusing for example if i want to make a new tank graphic for cc3 , which file do i change , nnt , nzh , ect . i am not quite sure which one to edit or change !!


For a new tank or vehicle in CCIII or CoI, you need 4 images:

1. nnh - normal sized hull
2. nnt - normal size turret
3. znh - hull when tactical map is zoomed
4. znt - turret when tactical is zoomed

Konrad made a tool called 'NNTPack' this will get the images out of those files and can be used to rebuild them after making new images
  Topic: The Longest Day - Bugs, Mistakes & Suggestions
CSO_Linebacker

Replies: 228
Views: 187612

PostForum: Close Combat The Longest Day   Posted: Tue May 04, 2010 10:21 pm   Subject: Re: The Longest Day - Bugs, Mistakes & Suggestions
schrecken wrote (View Post):
Neil Nello did the WaR weapons... Don't know where the tLD images came from.


Yeah, not exactly sure who took over the graphics duties for TLD when my computer became 'incapacitate' after WaR.  I think alot of the weapons icons were just carryovers from CC5.
  Topic: Players Debate - Modding Re-releases
CSO_Linebacker

Replies: 99
Views: 50249

PostForum: The Mess   Posted: Fri Apr 30, 2010 4:53 pm   Subject: Re: Players Debate - Modding Re-releases
[quote=]
Graphics and data is easy to fix and it doesn't require paying anyone. The main financial problem are engine updates and removing the engine bugs.
[/quote]

That is hilarious.  I never thought about how easy it is, when I put almost 1000 hours into WAR graphics.  And data being easy...that's always how mods have ended up like crap.  No effort put into the data.
  Topic: Players Debate - Modding Re-releases
CSO_Linebacker

Replies: 99
Views: 50249

PostForum: The Mess   Posted: Fri Apr 30, 2010 7:33 am   Subject: Re: Players Debate - Modding Re-releases
Quote:

Its not a problem. I dont care about the hey days. I don't like the fact that these rereleases are so off the cuff, seat of your pants push it out the door projects. 10 years after the last classic version was released we still have the same old game with a ton of strategic add-ons that are half tested and bugged all to hell. The decision makers are holding the game back from a higher potential by inserting these bugged features and not focusing on the tactical phase. There is very little testing, no "checks and balances". There is very few people actually doing the work to make the game better. There is just half baked ideas hacked into the game and sold as, "hey atleast you are getting a "new" game after all these years!" The word atleast means we are compromising.


When reading statements like this for the past 2 years, it's a wonder how any of the dedicated volunteers have any motivation left at all.  But they do.  Yes, the team is small, but that is only because there has turned out to be very few trustworthy people willing to work for free in the community, so that small team of volunteers continues to give their time and talents for free in an effort to complete the contract between the old Simtek and Destineer, in the hopes that they will get out from underneath the license agreement with enough resources to build something completely new from the ground up. Why? For all of you guys...the same people that ridicule and attack them for things they have no control over.  The fact is, the game can't move forward until the contract is complete, plain and simple.

"Half Baked Ideas Hacked Into The Game"--that would actually be a fitting description of the original code.  Multiple programmers working at different times with different styles and ideas just throwing crap together.  I wouldn't call the 3-4 months of full time coding that went into WAR, the 2-3 months of full time coding that went into TLD, and the 4-6 months of coding that have went into the CC2 re-release...so far...a hack job.  Sifting through, cleaning up and adding to the mess that was the CC code is time consuming.  Some ideas have been mulled over for weeks to try and come up with something that will work and be easy for modders to work with.  You guys may not like them, but 'half-baked hacks' is far from the phrase that I would use to describe them.

So give them a break...if the people actually putting the time in had any input into how things go, I'm sure things would be different.  They're just doing the best the can...the grunts slogging away at the front lines under orders of the men in the rear
  Topic: How do I edit/coreect TLD maps to rotate "St. Come Du
CSO_Linebacker

Replies: 4
Views: 3846

PostForum: Close Combat The Longest Day   Posted: Thu Apr 29, 2010 6:08 am   Subject: Re: How do I edit/coreect TLD maps to rotate "St. Come
For some reason, the original CC5 St Come du Mont map also represented the Carentan Causeway. Looking at the Come du Mont map in TLD, a 90 degree rotation clockwise would line it up in the correct orientation of the stratmap.  Connections would need to be fixed.

'Causeway', actually is representing the same area from what I see, and is in the correct orientation for the stratmap orientation.  If flipped vertically, it would be almost an exact representation of the Come du Mont map rotated as described above.

IIRC, Mafi's CCTools tool can actually rotate the data for the map as well.
  Topic: Ryan struggling with x-tank
CSO_Linebacker

Replies: 6
Views: 5572

PostForum: Modding Workshop   Posted: Tue Apr 20, 2010 5:12 pm   Subject: Re: Ryan struggling with x-tank
Forget x-tank...while still a useable tool, x-tank was replaced by Mafi's RTBTool in my modding toolbox many years ago.  RTBTool is a great tool with options not available with x-tank, and is very easy to use
  Topic: Movie Challenge
CSO_Linebacker

Replies: 56
Views: 31252

PostForum: The Mess   Posted: Sun Apr 11, 2010 2:25 am   Subject: Re: Movie Challenge
The second one looks to be from episode 6 of BofB.  Is the first one from there as well?
  Topic: Players Debate - Map Sizes
CSO_Linebacker

Replies: 37
Views: 33422

PostForum: The Mess   Posted: Fri Apr 09, 2010 7:54 pm   Subject: Re: Players Debate - Map Sizes
I wish I would have finished the CC5 battle of Betio. Scale-wise, Betio could fit on 1 giant CCM sized map, but I outlined breaking it down to 44 maps for the CC5 strat...I think the biggest map was about 1440X1440.  I would have liked to have duked it out on that baby
  Topic: Modding AI
CSO_Linebacker

Replies: 18
Views: 11457

PostForum: Modding Workshop   Posted: Thu Apr 08, 2010 8:57 pm   Subject: Re: Modding AI
I think it was Schreck who did some pretty extensive testing playing around with VL values, and had some interesting conclusions.  VLs could have values other than 50,100 and 200...as long as exit VLs were always 50.  Didn't effect the scoring, but appeared to effect how the AI acted.  With fewer VLs, we were finding that the AI didn't do much.  Steve explained that with more VLs, the VLs almost act like a roadmap for the AI...continuously giving it something to strive for...therefore it will try and keep it's troops moving towards VLs. Can't recall if it was determined if map coding effected troops as much as it did vehicles.  Vehicle pathing is heavily reliant on map coding.
  Topic: Modding AI
CSO_Linebacker

Replies: 18
Views: 11457

PostForum: Modding Workshop   Posted: Thu Apr 08, 2010 5:53 pm   Subject: Re: Modding AI
What we've actually been learning is that the more VLs there are on a map, the more agressive the AI tends to perform, at least in the most current of versions...scoring of the VLs is also another factor.  The exe allows for up to 16 VLs per map, and through testing we've seen a marked improvement in the performance of the AI when all 16...or something close to it...are used.  During testing of this for TLD, the movement and aggression of the AI opponent was noticeable almost immediately from the moment you pushed 'Begin'.

Smaller map size seemed to amplify the effect.
  Topic: Looking for graphics
CSO_Linebacker

Replies: 3
Views: 3561

PostForum: Modding Workshop   Posted: Fri Feb 12, 2010 8:36 pm   Subject: Re: Looking for graphics
I know there is a quad 20mm in WAR
  Topic: real walls mod for TLD
CSO_Linebacker

Replies: 16
Views: 8620

PostForum: Modding Workshop   Posted: Thu Jan 14, 2010 8:48 pm   Subject: Re: real walls mod for TLD
davidssfx wrote (View Post):
It looks like this will not work after all, since the wall heights are the same as the ground. There is no way to stop line of site, (without recoding wall heights on every map) even if existing walls could be changed to "factory wall" values. Too bad, this game is lame being able to get line of sight so easily ... waste of money not being able to correct this. I should have looked into it more first.

on another note ... I think the CC3 WF mod vehicle graphics were much better than these. The Allies vehicles are too dark and they all blend in too much with the background map. I was working on a sound mod too ... since many of the stock sounds seem muffled (not crisp) and most of the big gun sounds are too similar to each other.


David,

You should be able to accomplish those things in the elements file.  If you don't want your soldiers to be able to run through walls, changed the movement rate to 0 for walls.  As far as LOS, you need to start playing with the hindrance values...the explanation for accomplishing this is in the column headers for hindrance.  There was an elements file for CCMT that performed pretty damn amazing...based on one from CCM6...but the final decision was that gameplayers probably wouldn't like it as much as the marines, or some of us testing it did.  The final CCMT elements is modified a bit from that original one.  Still were plenty of complaints, after years of being able to run through walls, so it was changed again for WAR and TLD.

I've heard some of the complaints with sounds, but the one thing that I can say in defense of them is that about 90% of the individual soldier weapons, are the actual sound of that gun.  In a lot of cases, single shots that had to be manipulated into the weapons fully automatic rate of fire...like the BAR for example, but the BAR sound, is an actual BAR firing...the MG42 sound is an actual MG42 firing, etc, etc.
 
 
 
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