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Author Message
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Sat Mar 06, 2021 6:18 pm   Subject: Re: TGA to OVM conversion
Tejszd - Best if save files could be put in the Data\Battles, Ops or Campaigns directories. Some custom deployment save files are 1 map, 1 turn (=Battle); some are multi-map, multi-turn (=Ops); and some are multi-map, multi-turn, multi-BG (=Campaigns).

And since we're wishing for new functionality -  it'd be so cool to put a custom deploy save in the same folder as custom .BTDs for all the maps used in the custom save. Then, when you choose to play that custom op, the corresponding custom .BTDs are loaded into the \Maps folder.

This can be done manually but the process is a little cumbersome and prone to user error.

SnarveiMeyer - I heard back from a Java guy that Tin's math (width*height*bpp/8 )  is good so one of the other source files must be borked to make the CC image header [pixel count x 2] always the same wrong value.
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Sat Mar 06, 2021 12:18 pm   Subject: Re: TGA to OVM conversion
Mafi - Im looking for a way to customize deployment. Any chance BED9 could be adapted to record AL/AX/none deployment zone control as well as VL location? A binary export file from BED9, in the proper 40x40 byte array, could then be manually pasted into Save file deployment matrices to produce custom deployments.

Alternatively, good use could be made of a utility to format the older 33x33 deployment matrix to 40x40. This by inserting 7 bytes of 02 value every 33 bytes then appending 280 bytes of 02 value. With a tool like that, the custom 33x33 deployment, created in a save file by SgtWilson's CCreqXP tool, could be cut and pasted into a save created in one of the newer 40x40 CC versions.

thanks (again) - mick_xe5
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sat Mar 06, 2021 11:25 am   Subject: Re: How to create custom deployments
Streamlined the custom deployment process even more utilizing SgtWilson's CCReqXP tool:

CC5 demo:
/// needed only to make CCreq work. ///
Install demo to default location.
have all map.btd, map.ovm, map.txt from your version or mod in CC5demo/maps/
Rename version/mod maps .ovm, .btd, .txt same order as
Stratmap.txt to Index.mpi

CCx:
Make 2 map, 2 bg Op titled Custom_Save
Min 2 turns. Both BGs on same Battle map.
Start Custom_Save op, back out at Movement screen.

Save Editor:
Open Custom_Save op.
Change timer to 10 secs
Save & close editor

CCx:
Play (1) 10 second turn.

Save Editor:
Re-open Custom_Save
Change timer to 15, 20, 30, 45, 60 mins.
Adjust other game settings (optional).

CCreq:
/// Copy Map.btd, Map.ovm, Map.txt from CCx version/mod to CC5 demo /Maps folder.
Reformat CC5 demo Index.mpi to match map names copied using MAFI.mpi tool///
Ignore all warnings ("Unable to find registry settings" etc)
Files menu > New Game > New CC5
Maps menu > Select map > chose map from menu
Click "Continue" button
Maps menu > map deployment > set deployment on that map in CCreq
Save as "CCReq_op" in folder

HxD:
Open CC5Req save.
Copy 1089 bytes from offset 44(h) - 1133(h) in CC5Req_Op to new file.
/// Python script magic happens here to format 1089 bytes (33x33) to 40x40(1600) ///
Copy formatted 1600 bytes from new file.

Cpen "Custom_Save"
FIND VL control.
Edit VL control to all neutral (02).
FIND deployment matrix for map in Custom_Save.
Paste 1600 byte formated deploy matrix from new file to Custom_Save.

CCx:
Play "Custom_Save" with a custom deployment.
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Fri Mar 05, 2021 7:59 pm   Subject: Re: TGA to OVM conversion
Havent heard back from a Java guru but something is ganked in the txtf.exe in the source. That causes all converted .bgms, ovms & mmms to have the same value (00 05 91 00) in the second 4 bytes of the their headers. This value should be image Width x Height x bytes per pixel (2 in CC images) as in the original .bgm/.ovm/.mmms. So all tga2cc.exe images are wrong. Probably the only reason .bgms work is that the maximum space alloted for them, is even bigger than 00 05 91 00 (=9,504,000 decimal). So the tga2cc error is within their size tolerance.

.ovms & .mmms, being way smaller, are alloted much less, so their tolerance is exceeded.

Even with the code snippet I need, creating a custom deployment is still gonna require multiple CC tools. Just need to devise a new tool to enlarge CCReq's old 33x33 max grid to newer versions 40x40 grid and do the necessary hex edit automatically..
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Fri Mar 05, 2021 4:53 pm   Subject: Re: TGA to OVM conversion
Can do. Will let you know.

Myself, Im looking to streamline custom scenario editing and need a short Python script to automate re-formatting CCReq's deployment output from a 33x33 matrix to 40x40. All I need to do is insert 7 bytes of 02 values every 33, then append 280 bytes of 02. I could kludge something together with a macro maker like MS's newly free Power Automated Desktop, but lack of an elegant solution would gnaw at me forever.
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Fri Mar 05, 2021 4:14 pm   Subject: Re: TGA to OVM conversion
Maybe not unrealistic. I found the tga2cc code on Github. Might throw this out on a Java help forum, explain the issue and ask for help.

PHP:
import java.io.*;

/**
 * DOES NOT SUPPORT 8 BIT AT THIS TIME
 */
public class TgaReader 
    public 
TgaReader(String namethrows IOException {

        
// create output file
        
RandomAccessFile f = new RandomAccessFile(name"r");
        
        
// read interesting parts of the header
        
f.seek(12);
        
width  readIntelShort(f);
        
height readIntelShort(f);
        
        
f.seek(16);
        
bpp    f.readByte();

        final 
long bufferSize width*height*bpp/8;
        
buffer = new byte[(int)bufferSize];
        
f.read(buffer);
        
f.close();
    }
    
    public 
short getWidth() {
        return 
width;
    }
    
    public 
short getHeight() {
        return 
height;
    }

    public 
byte getBpp() {
        return 
bpp;
    }

    public 
byte[] getPixelData() {
        return 
buffer;
    }
    
    private 
byte  bpp;
    private 
short width;
    private 
short height;
    private 
byte[] buffer;
    
    private 
short readIntelShort(RandomAccessFile fthrows IOException {
        
short value = (short)(f.read() | f.read() << 8);
        return 
value;
    }
    
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Fri Mar 05, 2021 3:50 pm   Subject: Re: TGA to OVM conversion
Sorry, forgot TM3 miscalculates the files size (2 x X x Y) in bytes 4-7 of the converted .ovm and .mmm headers. Used to have to hex edit the file size hexadecimal value from the original back into tga2cc converted .ovm and .mmms.

Bottom line - despite the promise of cmd line batch conversions, TM3 isnt the tool to convert tgas to ovm/mmm. Tin has the code up on Github somewhere but fixing this aspect of TM3 isnt realistic.

Of course there is 5CC or CC2Tools, but only one image at a time.
  Topic: TGA to OVM conversion
Jatke

Replies: 16
Views: 251

PostForum: Modding Workshop   Posted: Fri Mar 05, 2021 12:27 am   Subject: Re: TGA to OVM conversion
Try adding these two lines to the tga2cc.bat:

for %%f in (*.tga) do tga2cc %%f %%f.ovm

for %%f in (*.tga) do tga2cc %%f %%f.mmm
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Tue Mar 02, 2021 7:49 pm   Subject: Re: How to create custom deployments
Streamlined the custom deploy process above substantially with BED9.
  Topic: Help us to get this from the Bloody First developers
Jatke

Replies: 2
Views: 4379

PostForum: Close Combat The Bloody First   Posted: Mon Mar 01, 2021 10:58 am   Subject: Re: Help us to get this from the Bloody First developers
TBF's modding options are abundant and, with the exception of its 3D grfx, more accessible than classic CC.  And the 3D grfx are only more difficult because they require some what more skill than bashing out 2D stuff in PS.

ineffable and Firefox have posted a good deal of mod info on the Matrix TBF forum.  NF has even done a full Normandy mod.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 3:53 pm   Subject: Re: How to create custom deployments
Sorry Pete. The std entry VL zones can only be adjusted by moving the VL. The custom deploy technique above only pertains to edited Save files. The std entry zone sizing is hidden in the .exe  Crying or Very sad

Youre a modman so you might want to try the short version I gave in my reply to Tejszd above. Refer to the long version if puzzled by any step.

Do two custom deploy Saves and the process becomes muscle memory, like riding a bike  Wink
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 11:20 am   Subject: Re: How to create custom deployments
Thank you for so excellently caretaking the Meuse mod.

For experienced modmen, the short version is:
    - Make 2 map, 2 BG, 2 turn (min) Op
    - Set both BGs on same map
    - Start Op, back out at Movement screen
    - Hex edit game timer to 1 sec in Op Save file
    - Play first 1 sec battle in Op
    - Hex edit original timer back to the Save file
    - Note map deploy zone dimensions in 5cc title bar (eg. 26x15)
    - Export map OVM from 5cc as .bmp
    - Calculate deploy grid dimensions (image X,Y/deploy zone X,Y)
    - Show grid (using calc'd grid dimensions) on OVM.bmp
    - Sketch a custom deployment on gridded OVM.bmp
    - Rotate sketched .bmp 90 clockwise, flip horizontal
    - Hex edit deploy zone control from deploy_sketch to 40x40 deploy_template
    - Hex edit VL control from sketch to Save file using annotated .btd
    - Hex edit (copy/paste) _template to map's 40x40 deploy matrix in the Save

Custom deployment Ops are superior to the flavorless deployments in single Battles. Plus they can have multiple turns. The downside is that theyre 'one and done', needing replaced with an original copy when used.

Op Save files can be further customized by temporarily using an edited fpools file when creating the Save file to have custom initial OOBs. Or hex edit soldier attributes (rank, weapon, health etc.) in the Save. Hell, you can hex edit new map attributes (rubble, wrecks, shell holes, trenches etc.) into the Save.

As mentioned on your Meuse-LSA Stratmap thread, a mod can use custom Ops as replacements for any generic single Battles.
  Topic: Six Days in Fallujah
Jatke

Replies: 4
Views: 493

PostForum: The Mess   Posted: Sun Feb 28, 2021 12:40 am   Subject: Re: Six Days in Fallujah
CC has followed a long and wing road in the past quarter century. But that's not uncommon in the video game industry.

KZ sold the everything that was left to Destineer in '05. Sadly, the V for Victory and CC2 codes had been lost. Destineer farmed out the CC codes to Matrix in return for completing the multi-million dollar CC:AT/JTAC contract that Destineer also inherited. Money from this contract had been what allowed KZ to restart Atomic in Austin TZ. However the burn rate got the best of them. (Moral of the story being - dont decide to write your own 3D engine in the middle of development while faced with a hard govt deadline.)

Matrix in turn, subcontracted the AT/JTAC work to CSO Simtek (Sulla, Beeblebroz, Future, The Blood etc.) along with permission to develop new consumer CC titles. Simtek simultaneously started developing the CC re-releases, as well as its own sim for the UK military - CC:RAF. Matrix then bought Sulla out and took back full control of CC development. That is, until Slitherine acquired Matrix and launched development of its own 3D CC, which has turned into CC:TBF.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 12:16 am   Subject: Re: How to create custom deployments
Exception 2 - if one of the two maps in the Op is the last map in Stratmap.txt, then its 1600 byte deploy matrix occurs immediately after the end of the large FF block of unused map deploy matrices. In this case you'd place the text cursor immediately after the last FF value and select down until you see the size of the selection at 1600(d) or 640(h) on the status bar at the bottom of the HxD editor. Then go to the Edit menu > Paste write to replace the 1600 bytes in the deploy matrix, that were just selected, with the 1600 bytes from the deploy_template.

Exception 3 - if the two maps in the Op are adjacent in Stratmap.txt (ie. have sequential map numbers), care needs to be observed in selecting the 1600 bytes specifying the deploy zones for the initial map in the Op. The key here is that the 1600 bytes of the second map will all be 02 (neutral) values. Thus, by the process of elimination, the other 1600 bytes are the deploy matrix that should be selected. (Again, use the selection size indicator as a guide) Then go to Edit > Paste (write) to replace the 1600 selected bytes of the deploy matrix with the 1600 bytes from the deploy_template that are on the clipboard.
-----------------------------------------------------------

Avesnes Save file with newly pasted custom deploy data from the edited deploy_template

In HxD:
If none of those 3 exceptions apply, then, having read all about them, should make it relatively easy to find and select the correct 1600 bytes of deploy matrix data, then use Edit > Paste (write) to replace that with the 1600 bytes of deploy_template data that are on the clipboard Smile

CTRL+S to save when you have  Edit > Paste (write) replaced the Save file deploy matrix data.
-------------------------------------------------------------

In CC:
Play your freshly edited custom Save file.

- or, more likely,
-------------------------------------------------------------

In HxD:
Fix a few deployment/VL control mistakes.

Tweak or fix deployment using the deploy_template, that was saved after editing. Then Edit > Paste (write) to replace the Save file deploy matrix data again. (And again until satisfied)

Remember – keep copies of any custom deployment Ops created. Once played those files become useless.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 12:12 am   Subject: Re: How to create custom deployments
Using Avesnes (26x15), again, for example, the used portion in the first row of the deploy_template is 15 bytes long.

(Remember, deploy_sketch image was rotated 90 clockwise then flipped it horizontally so the X,Y axis on the sketch will match the deploy zone matrix in the deploy_template. That image transformation is what caused the X axis of the _sketch to become the Y, and the Y axis to become the X)

The remaining 25 bytes (15+25=40) on the first row of the deploy_template correspond to the 25 deploy zones of map area not used. These 25 bytes are coded 02 (neutral) by default.

The used portion of the columns is 26 rows deep. (The X axis is now the Y after rotating anf flipping the deploy_sketch) All unused bytes below the 26th row will be coded by default as 02 (neutral). Thus, the used portion of the deploy_template (and eventually the Save file deploy matrix) will always involve the upper left bytes  of the deploy_template.

Using the deploy_sketch I made for the Avesnes custom deployment shown above:
On the top row of deploy zones, the Axis controls the last 4 (numbers 12, 13, 14 & 15, leftmost on the top of the _sketch) So the 12th, 13th, 14th & 15th bytes on the first row of the deploy_template (at offsets 0B, 0C, 0D & 0E) get coded as 00 (Allied).

On the second row of the deploy_sketch, the Axis again controls the last 4 (leftmost on the _sketch).
So the 12th, 13th, 14th & 15th bytes of the second row of the _template get coded as 00 (Allied).
Note these 4 bytes are immediately below the 4 bytes coded as 01 (Allied) on the first row of the deploy_template.

Step and repeat transfering the deploy zone control on the deploy_sketch to the deploy_template and soon you'll see a pattern of similarity emerge in the way both look. The similarities in layout and shape between the deploy_sketch and deploy_template make the process of coding the _template much simpler. Soon, instead of counting across each row, you'll see from the deploy_sketch zones that the next set of bytes to be coded are immediately below the ones above. Or are start 3 zones/bytes to the left or right.  Instead of counting across each deploy_template row, you can locate the next bytes to be coded by their proximity to bytes previously coded.

Save As as a unique filename when finished coding the deploy_template per the deploy_sketch.
You may need one or both to fix/tweak the Save file later.

Use CTRL+A, CTRL+C to copy all the data on the deploy_template.
Save the deploy_template file in the HxD.

Maximize the Save file that was minimized earlier after editing the VL control data.
------------------------------------------------------------

In HxD:

Find the correct 1600 bytes of the deploy matrix for the map in the Save file:

The deploy matrices for all the maps start *around* offset EE 1C give or take, depending on the size of the two BGs. The best way to spot these matrices is to notice that, as you scroll down the Save file, in the vicinity of EE 1C is a large block of nothing but FF values. Thousands of them (1600 bytes x total number of maps) These consecutive blocks of FF values are the map control matrices for all the unused maps in the Op.

Map control matrices are 1600 bytes because a map’s 40x40 deploy tiles (max) = 1600

The first 1600 byte deploy matrix in this block of FF values is for map 0, the first map listed in StatMap.txt.
All of these values are FF (a null flag) if Map0 isnt being used in the Op.

Immediately following will be another 1600 bytes of deploy matrix data for Map1 (the second map listed in Stratmap.txt)

etc and so forth ...

Interspersed somewhere within this block of FF values are the two deploy matrices for both maps in the Op.
As you scroll down, these deploy matrices are easily spotted because the block of FF values is suddenly and unmistakeably interupted by a 1600 byte block of 00, 01 and 02 values.

Of course there are exceptions -

Exception 1 - if one of the two maps in the Op is Map0, then its 1600 byte block occurs immediately before the start of the large FF block. In this case you'd place the text cursor immediately in front of the first FF value and select up until you see the size of the selection at 1600(dec) or 640(hex) on the status bar at the bottom of the HxD editor. Then go to the Edit menu > Paste write to replace the 1600 bytes just selected in the Save file with the 1600 bytes from the deploy_template.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 12:10 am   Subject: Re: How to create custom deployments

Location of byte values specifying VL control


In HxD:
Open the Save file.
Scroll to offset 10816 (2A 40 hex) where VL control for the initial map in the Op is specified.
The byte value here is the map number (in hexadecimal) as listed in /Maps/StratMap.txt

Hexadecimal starts counting at 00 not 01 like in decimal. Use an online hex-to-decimal converter to translate between the two numeric systems.

Following the map number byte are 16 bytes specifying map control (00=Allied; 01=Axis; 02=neutral) for the 16  VLs (max) a map may have.

The next byte corresponds to the first VL listed in the Mapname.btd you have open in Notepad.

The byte after that corresponds to VL control of the second VL listed in Mapname.btd
etc. and soforth

Edit the 16 bytes to match VL control per the 00 01 02.txt made viewing the Map.btd in BED9

If, for example, a map only has 13 Vls, then the last 3 VL bytes get coded as 02 (neutral).
--------------------------------------------------------  

In HXD:
Open the 1600 byte “deploy_template” (included in this doc’s zip)
The _template is filled with 02 values (neutral)
When you edit in the Allied (00) and Axis deploy zones its easier to see the shape red edits create.

The point of origin (1st byte top left in the deploy_template) corresponds to the top left deploy tile on the deploy_sketch, and on the game map itself.
X,Y axis

CC maps are generally smaller than the 40x40 deploy zone maximum. So only the top left portion of the Save file matrix is gets used.

Bytes representing unused potential map area are coded 02 (neutral) by default.

The X,Y map dimensions previously noted on the 5cc title bar are used to determine the extent of the Save deploy matrix that actually used.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sun Feb 28, 2021 12:03 am   Subject: Re: How to create custom deployments
In GIMP:
Open the OVM.bmp again.
Go to the View menu > Show Grid
---------------------------------------------------------

OPTIONAL - To export an image with the deploy grid to use as a template:

Sceenshot and save an image of the gridded OVM.bmp

- Or -

In GIMP:
Leave the OVM.bmp open.
Go to the Filters menu > Render > Pattern > Grid.
Enter 38 in the Spacing > horizontal and vertical inputs.

(Unfortunately these inputs wont take the .46 and .4 fractions previously calculated so the grid is going to be a little off. Good enough for our purposes though.)

Set the line width/height to 2.
Set the color to black.
Click OK.

-------------------------------------------------------

In GIMP:
Use the line tool to create a deploy_sketch your intended battle deploy zones.




-------------------------------------------------------

In BED9:
Open the Map.btd
Compare the VL locations with map control on the deploy_sketch. BED9's VL roster on the right, lists the VLs in the same order the Save file specifies their control.

Make a one line text file of  VL control. eg. 00 02 01 02 02 01 00 00 - [00=Allied;01=Axis;02=neutral] in the same order the VLs are listed in the Map.btd

Leave this .txt open as it will be referred to soon.
-------------------------------------------------------

Step below replaced by new step above.
In Notepad:
Open the Mapname.btd file in the /Maps folder..
Annotate the .btd by typing G (Axis), A (Allied) or N (neutral) before each VL name according to the deploy_sketch map control.

(This saves time when editing VL control in the Save file. The order in which the .btd lists the VLs matches the order in which control of the VLs is listed in the Save file)


NOTE: controlled VLs generate shared control of the 8 deploy zones surrounding the zone containing that VL.
To limit control to the VL zone only, set the VL control value to 02 (neutral) in the Save file and set control of the deploy zone that VL is in to either side. For some reason this control mismatch disables VLs from generating
shared control of the 8 surrounding zones.

-----------------------------------------------------

In GIMP:
Go to the Image menu > Transform > Rotate image 90 clockwise.
Go to the Image menu > Transform > Flip Horizontally.

This orients the deploy_sketch image in the same X,Y axis configuration as the deploy zone matrix in the Save file. Hence, the upcoming task of hex editing the deploy zone matrix to match the deploy zone sketch will be immensely easier.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sat Feb 27, 2021 11:57 pm   Subject: Re: How to create custom deployments
Make a note of the original timer value. Set the text cursor in front of the first byte of the timer hex value and type over the original value. DO NOT delete the original value first like you would when replacing text in Notepad. Doing so reduces the Save file size, corrupting it.

HxD colors all file changes in red (until a file save) which assists in spotting edits.

Overwrite the timer value to 0A 00 (=1 sec, so that playing the 1 extra turn wont take long and no casualties or damage will be incurred)

Save the file back to /Games/Save.
----------------------------------------------------------

In CC:
Play the first one-second turn of the Op.
A Save file will be created, having deployment matrices for both maps in the Op.
----------------------------------------------------------

In HxD:
Open this Save file in HxD.
Edit the game timer value from 0A 00 back to its original hex value.
----------------------------------------------------------


In BED9:
Load the mapname.btd.

Take a screenshot of the gridded Map.ovm
Rotate this image 90 right, flip horizontally.
Use rotated, flipped image as a deploy_sketch.

In 5cc:
Open the Mapname.txt of the initial battle in Mafi's 5cc tool.
Open 5cc File Menu -> Open -> browse to select and load map.
Open 5cc File Menu -> Export -> Export OVM -> Export overview picture.
This create a .bmp image of the overview map (zoomed out view when you click the + magnifying glass on the game toolbar. aka the OVM).
Note the deployment tile dimensions on the 5cc title bar right after the map name (eg. Avesnes is 26x15).
Close 5cc.
----------------------------------------------------------

In File Explorer:
Make a copy of the OVM.bmp to keep as a template.
(eg. rename as OVM_template.bmp)
----------------------------------------------------------

In GIMP:
Open the exported OVM.bmp
Note image dimensions on the GIMP title bar (eg. Avesnes OVM.bmp is 1000x576)
Use calculator to divide the map X,Y dimensions (1000x576) by the map deployent dimensions (26x15).
eg. 1000/26=38.46; 576/15=38.4

38.46 & 38.4 are the dimensions of the grid overlay you'll add to the OVM.bmp

Close the OVM.bmp because the grid settings you'll change wont update with an image open.

Go to Edit menu > Preferences > Default Grid.
Input 38.46 & 38.4 in the horizontal and vertical Spacing inputs.
Use the default foreground color (black) and Line style (solid).
Click OK.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sat Feb 27, 2021 11:55 pm   Subject: Re: How to create custom deployments
Tools needed:
GIMP - @ gimp.org/ Most of the GIMP stuff has been deleted by screenshotting a gridded .OVM in BED9 . Use any image editor to rotate, flip and draw a custom deployment.
HxD - @ mh-nexus.de/en/hxd/
5cc map tool - @ closecombatseries.net/ in Downloads > Toolbox (all hail the mighty Mafi!)
-- EDIT -- BED9 - @ closecombatseries.net/ in Downloads > Toolbox (all hail the mighty Mafi!)
Notepad - @ c:\windows\system32
Hex-to-Decimal converter (optional) - @ convzone.com/hex-to-decimal/
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Make a 2-map operation in the Create Scenario game editor.
Set both maps as neutral with a supply depot on each.
Place both BGs on the same map intended for custom deployment.

Set the Operation date to start 1 turn before the intended start date. Op length minimum is 2 turns.
This 1 extra turn prior to the intended start turn is needed to create a Save file for the op.
Start the Op then back out to the Command screen when you enter the Movement Phase screen.
This creates a save file for the op where the game timer can be edited.
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Columns set to 40. Offsets to display in decimal. Location of Game time value offset. Selection size shown on status bar at bottom.

In HxD:
Column width set to 40. Offsets to display in decimal. Game timer value location
Set HxD’s width to 40 columns. This formats HxD to match a map’s X,Y axis, making it simpler to code a deploy zone matrix.

Set the offset row and column headers to dec (decimal). An offset is just a byte location, much like, IRL, a street address is a building location.

The  game timer value is located upper right. This offset is fixed (ie. the same in all Save files)
Byte highlighted in yellow shows how an offset is determined.

Open the Save file in HxD.

The two bytes specifying the game timer hex value are always at dec offset 37.

(The game timer hex value for a 15min game = 28 23; 30min = 50 46; 45min = 78 69; 60min = A0 8C)

FYI - the game timer value is the [number of seconds] x 10. 15min = [900 seconds] x 10 = 9000 = 23 28 hex. The timer byte value is then reversed to 28 23 because, like other large byte values in the Save, it's expressed in Little Endian byte order where the 2nd byte of the value comes first. As if, in decimal, the value 5280 were written 0825. Some other timer values that are useful: 2min = 120 x 10 = 1200 = 04 B0 = B0 04 Little Endian; 5min = 300 x 10 = B8 0B Little Endian; 10min = 70 17 L.E.; 12min = 20 1C L.E.
  Topic: How to create custom deployments
Jatke

Replies: 12
Views: 421

PostForum: Modding Workshop   Posted: Sat Feb 27, 2021 11:49 pm   Subject: How to create custom deployments


HOW TO CREATE CUSTOM DEPLOYMENT IN THE FIRST BATTLE OF A SAVED OP/CAMP

These instructions here may seem long, dry, and complicated, but they're really just long and dry. As would full instructions on making a proper English breakfast, if written for someone who's never been in a kitchen. Either task requires a modicum of determination to see the job through. In other words, at this point casuals may exit the thread/doc ;)

However, neither task is really that complicated. Many steps are intuitive or plain common sense. Afterward, those following along may think "Duh, that bit was obvious".

There hasn't been a decent scenario editor since CC2/3. Even then, Atomic had an in-house Battlemaker tool that was somewhat better than the scenario editor in either game. Late last century, SgtWilson (et al) created CCReq/CCReqXP to fill this gap. Unfortunately, CCReq cant handle creating scenarios for maps larger than 32x32 deploy zones. ie. most of the new and re-release CC titles.

Similar techniques to these can be used to customize the deployment/VL control for all the battles in an entire campaign turn, but, explaining that cogently is currently beyond my always limited modicum of determination.

[Mafi, if you happen to read this, hit me up at the email below. It wouldn't take much to adapt BED9 to simplify a good bit of the process below]

As always in solo CC battles, players should  ignore the game's default victory conditions and mentally set their own. I tend to use some pre-selected casualty ratio like 5:1 as a benchmark based on a rough pre-battle estimate of difficulty. A dead reckoning, if you will, of victory or defeat. It's been a longtime wish that victory conditions be set to involve a combination of VLs and combat losses. Or territory lost/gained + VLs. Or combat losses alone modified by starting Req point strength. Ach du lieber. . .if only wishes were whores.

Hyphens (------) indicate a change in tools or instruction focus.
Keep files open unless told otherwise.
Enough blather. Let's serve some meat with these mashed potatoes.
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