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Author Message
  Topic: Guide on how to put new vehicles in the game
Pzt_Kanov

Replies: 17
Views: 9771

PostForum: Close Combat Modern Tactics   Posted: Wed Jan 10, 2024 4:28 pm   Subject: Re: Guide on how to put new vehicles in the game
What version of Close Combat are you trying to mod.

CCMunger works well with Gateway To Caen and Panthers in the Fog. For the other versions it does not extract the tank files correctly.

use Mafi's RtB tool for extracting tanks from CC2, CC3, CC4, CC5, CoI, TLD, WaR, LSA.
  Topic: About the old CC site : Closecombat.org
Pzt_Kanov

Replies: 3
Views: 645

PostForum: Close Combat Modern Tactics   Posted: Wed Nov 08, 2023 5:27 pm   Subject: Re: About the old CC site : Closecombat.org
Hi,

closecombat.org was THE Close Combat site back in the day. Lots of info was there, all the mods, tools, guides etc but then one day it was gone.

Have you tried using the internet wayback machine aka the internet archive?

archive.org

https://web.archive.org/web/20080828111253/http://www.closecombat.org/mmg/2.htm

Downloads and forums (dynamic pages) are most certainly not going to work, however, but you can read the static page contents.
  Topic: Searching alternate voicesfiles (founded - see in thread)
Pzt_Kanov

Replies: 3
Views: 467

PostForum: Close Combat Modern Tactics   Posted: Wed Oct 25, 2023 7:21 pm   Subject: Re: Searching alternate voicesfiles
Search for localizations of games in mod database site.

Call of Duty games have lots of different nationalities.

Combat Mission too and their voice cues are most similar to what you can use in Close Combat. There's a developer tool that's available in one of their game demos to extract their sounds including voices.
  Topic: Tools & Tips for CCMT Modding
Pzt_Kanov

Replies: 16
Views: 1036

PostForum: Close Combat Modern Tactics   Posted: Wed Oct 25, 2023 7:16 pm   Subject: Re: Interessant tool to create shadows for vehicles
Hi!

stratweg wrote (View Post):
Ok, I sent to you a MP.

The game itself (Firefight) seems in the new version to have now a better look graphs and more features than older version. I played it a long time some years ago in the past and the game was (even in the old version) very funny and addictive. I will play the new demo and see what has changed, and probably buy the new version if it works under Windows 7- 32 bits.

This game is also easy to mod, I remember I had made a French Legion mod that worked fine Rolling Eyes


The author of the game 'Firefight' has posted here in this forum in the past. user: SeanOConnor

stratweg wrote (View Post):

Following this link, you will find demo of a little game that is similar to Close Combat

http://www.windowsgames.co.uk/download.html

Search in the demo list (free games) and select the game named FIREFIGHT

In the demo pack, you will find (in addition of the demo) 2 little tools that are very interessant in modding work :

1/ A tool to create (automatically) shadows mask for any vehicle image
2/ A tool to rotate any vehicle image


Reminder to anyone willing to mod vehicles for CC: I have several 3D models of various tanks that you can visualize in Blender. Just missing is a streamlined and reliable workflow to be able to export them and be useful in the 2D battlefield of Close Combat. You can make a true shadow in Blender and you can flip them to whatever direction you want. I have tried to make a workable tank that actually tilts, but the results so far have been... not quite to desired quality.  Razz
  Topic: In Memory of: PZLeader
Pzt_Kanov

Replies: 6
Views: 1328

PostForum: Close Combat 2: A Bridge Too Far   Posted: Fri Jul 28, 2023 3:35 pm   Subject: Re: In Memory of: PZLeader
PZLeader was like a legend and celebrity to me, I was about 11-12 when I found the CC2 demo but it took me a few more years to learn about the community and although I only had the demo for years I used to go to THouse and read the AAr's and of course the ones from PZLeader always stand out. it appears he was a good guy very loved by everyone around him and that's always nice. 55 is too young to go, we never know when is our last time so let's be happy and grateful for what we have everyday.
  Topic: How to create custom deployments
Pzt_Kanov

Replies: 13
Views: 5283

PostForum: Modding Workshop   Posted: Fri Jul 28, 2023 3:28 pm   Subject: Re: How to create custom deployments
Very good info,

should be pinned or something if we don't want to loose all of this valuable (it took time and effort to Jatke) and detailed instruction on how to edit the save game. also very useful for a future programmer player that decides to make an updated CCReq that can function with the newer games.
  Topic: Editing saved games in CC5
Pzt_Kanov

Replies: 3
Views: 2826

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri Jul 28, 2023 3:23 pm   Subject: Re: Editing saved games in CC5
for CC5 there's CCReq. You can create custom forcepools with it on multi map, multi day OPs, change timer, change names of soldiers. I don't think you can edit medals with it though.
  Topic: Temp fpools
Pzt_Kanov

Replies: 3
Views: 3024

PostForum: Modding Workshop   Posted: Fri Jul 28, 2023 3:21 pm   Subject: Re: Temp fpools
Very interesting.

basically CCreq but manually editing the save game file? how could I do this? where is this SaveGameEditor utility?
  Topic: Making a map from aerial imagery
Pzt_Kanov

Replies: 4
Views: 975

PostForum: Modding Workshop   Posted: Fri Jul 28, 2023 3:19 pm   Subject: Re: Making a map from aerial imagery
IT LOOKS REALLY GOOD! do a giant map and we can play on it 5v5 multiplayer! will you share the procedure? Wink

What about maps for WW2 though? roofs are too modern, would need to erase cars and the streets look different too.
  Topic: Captured Enemy Zuggtrupp And Use Strike Radio?
Pzt_Kanov

Replies: 18
Views: 5141

PostForum: The Mess   Posted: Mon Apr 24, 2023 8:07 pm   Subject: Re: Captured Enemy Zuggtrupp And Use Strike Radio?
I believe in you vobbnobb, it seems a special condition indeed. How long was from the capture of the command team to the appearance of the message by the captured enemy command team? very curious behavior.
  Topic: LSA Radzymin44 mod bugs and mistakes
Pzt_Kanov

Replies: 54
Views: 20575

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Apr 18, 2023 1:45 am   Subject: Re: LSA Radzymin44 mod bugs and mistakes
found this by chance.
  Topic: LSA Radzymin '44 mod
Pzt_Kanov

Replies: 95
Views: 46477

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 15, 2023 12:26 am   Subject: Re: LSA Radzymin '44 mod
That sounds great Aetius!
Thanks for all the efforts.
  Topic: Sharing tips for creating new vehicles.
Pzt_Kanov

Replies: 83
Views: 79452

PostForum: Modding Workshop   Posted: Wed Apr 05, 2023 7:42 pm   Subject: Re: Sharing tips for creating new vehicles.
found this nice blog post about vehicle creation for a hex based game, and even what seems a camouflage plug in for photoshop. Surely it can make painting vehicles much less tedious.

https://www.wargamedesignstudio.com/2016/10/07/vehicle-graphics-for-maleme-crete-and-beyond/
  Topic: [RELEASED] Rolling Thunder voice and sound mod
Pzt_Kanov

Replies: 4
Views: 6906

PostForum: Close Combat Panthers in the Fog   Posted: Tue Feb 28, 2023 8:30 pm   Subject: Re: [RELEASED] Rolling Thunder voice and sound mod
there's a submod for VetBoB that adds british voices

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4188
  Topic: LSA Radzymin '44 mod
Pzt_Kanov

Replies: 95
Views: 46477

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Feb 15, 2023 6:12 pm   Subject: Re: LSA Radzymin '44 mod
now try the Soviet side! it's very tough against the A.I., at least against the German Kampfgruppen that have Panthers.
  Topic: LSA Radzymin '44 mod
Pzt_Kanov

Replies: 95
Views: 46477

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jan 17, 2023 4:17 pm   Subject: Re: LSA Radzymin '44 mod
Still enjoying the mod, I had a great session a couple days ago vs the AI took lots of screenshots and posted them on steam if you want to check it out. In one battle two T-34/85 vs 1 Panther wasted all their AP ammo on it! Panther was with dark-green LOS as it was between a couple of trees, I think it couldn't aim to one T-34. Both soviet tanks survived although one was damaged. I couldn't take Siedlce with 11TK and now most of my tanks are gone after the third turn as told by Aetius.

I have one doubt regarding this 'relief' of the 11 Tank Korps: the BG's columns stay the same it seems (1st column infantry, 2nd column vehicles, 3rd column support) and I can choose vehicles in either Vehicle column or Support but now with more infantry only some teams I can choose in the Vehicle column not all of them! is this intended? why should some infantry be able to deploy in the vehicle column (the middle one) but not others?

ideally I would want the battlegroup to change from armored to infantry BG with two infantry columns and one support so I can fill it with infantry and choose the SP arty guns in support. Is this possible? or at least make ALL infantry able to be put in vehicle column why just some of the newly arrived full (9 soldiers) squads can be chosen there?. Because with this relief I get more infantry in the forcepool I want to be able make most of their use!

Thanks for the mod, let's hope Stalingrad is completed soon too so more Eastern front mods are available for LSA.
  Topic: LSA Radzymin '44 mod
Pzt_Kanov

Replies: 95
Views: 46477

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Sep 25, 2022 7:07 pm   Subject: Re: LSA Radzymin '44 mod
Thanks Aetius!

Just had my first battle vs AI as the soviets and I lost! those Panthers man are really tough! I like it.

When are the initial soviet breakthrough BG's going to be relieved? or is it a surprise? how should I take this into my planning? for example advance as further as I can with them or consolidate the starting maps with these BG's and advance with the arriving BG's?

Thanks again!
  Topic: 3D modelling for Close Combat
Pzt_Kanov

Replies: 23
Views: 18328

PostForum: Modding Workshop   Posted: Sat Jun 25, 2022 5:28 am   Subject: Re: 3D modelling for Close Combat
Best attempt so far  Embarassed

Still left with some white artifacts. At least they don't look flat as the first ones. Need some tweaking here and there.
  Topic: 3D modelling for Close Combat
Pzt_Kanov

Replies: 23
Views: 18328

PostForum: Modding Workshop   Posted: Sat Jun 18, 2022 3:55 am   Subject: Re: 3D modelling for Close Combat
ScnelleMeyer wrote (View Post):
Been experimenting with making new vehicle graphics from 3D models using blender and Photoshop/Gimp.
I am absolutely a beginner in 3D so there may be lots of better ways of doing this. The process varies if the model is textured or not.

A rough outline of the steps I use:

1. Import 3D model into blender
2. Render Hull and turret graphics on a transparent background with camera set to "Ortographic" (Top down)
- No lights in scene, I just set shadows to emit if the object has textures. If no textures are present I tweak the specular and diffuse values.
I set the render resolution to twice the final scale of the vehicle in Close combat.
3. I Import the Images to PS or Blender.
4. The greyscale images are first scaled to the game they are made for.
Then the High-Pass filter at around 0,5 is applied on a duplicate image, set to overlay. This is merged to the original, scaled render image.
A brightness/Contrast and/or a levels adjustment layer are used to define the shapes of the Hull and turret.
5. One or several colour layers is added with different layer modes to get the desired camouflage pattern.


Hi ScnelleMeyer,

I'm just re-discovering this amazing thread. Can you please teach us exactly how to do the following in Blender:

-get an image as your Leopard(?) Tank there to use in CC from a 3D model
-Get shadows from said model.

Even though you posted a number of steps there I'm kind of lost.

Thanks in advance.
  Topic: Sharing tips for creating new vehicles.
Pzt_Kanov

Replies: 83
Views: 79452

PostForum: Modding Workshop   Posted: Thu Jun 16, 2022 5:32 pm   Subject: Re: Sharing tips for creating new vehicles.
I think the real secret to maintain detail is to convert the images you get from top down 3D models to SVG vectorized files, use Inkscape to do this to the png image taken in full size then reduce to required size, convert to TGA (with GIMP or photoshop) and test in game.

If you look at the tank files from CC3 you will see they have so much detail even at small sizes. Also some are like flipped sideways, for example the Tiger has the bow MG on the opposite side. Very weird, if you change it back the tilt effect and shadow effect on the image is different so I don't know if it was a bug or a decision to leave it as that (and why?) but nobody complained back then or at least I don't remember.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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