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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Dieppe Mod for Gateway to Caen in the works
ScnelleMeyer

Replies: 22
Views: 10132

PostForum: Mods by Buck and Pete   Posted: Wed Jul 27, 2022 7:48 pm   Subject: Re: Dieppe Mod for Gateway to Caen in the works
Thanks for the update and well done so far Pete!
  Topic: 3D modelling for Close Combat
ScnelleMeyer

Replies: 23
Views: 12564

PostForum: Modding Workshop   Posted: Sun Jun 26, 2022 5:47 pm   Subject: Re: 3D modelling for Close Combat
Hi Kanov, lovely work you are showing there. I replied to your PM. I will help out as soon as I can. The game reads Pure white colour as "see through". The white pixels on the Panther graphic is caused by pixels that are not pure white colour. It means they are some shade darker and it shows in the game like this.
  Topic: Unpacking-Repacking CC3/COI tanks
ScnelleMeyer

Replies: 4
Views: 1801

PostForum: Modding Workshop   Posted: Sat Jun 04, 2022 2:59 pm   Subject: Re: Unpacking-Repacking CC3/COI tanks
Yeah just rename to for example gPzV.nnt.tex
  Topic: Project of pack to collect maps, scenarios & mod for CCM
ScnelleMeyer

Replies: 4
Views: 1207

PostForum: Close Combat Modern Tactics   Posted: Sat Apr 09, 2022 1:56 pm   Subject: Re: Project of pack to collect maps, scenarios & mod for
Hi Stratweg, I appreciate the initiative to help players find mods for this game. On this link is some maps and other stuff: http://ftp.us.matrixgames.com/pub/CloseCombatModernTactics/
  Topic: Angriff - Stalingrad mod for LSA
ScnelleMeyer

Replies: 51
Views: 14366

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Mar 12, 2022 10:48 am   Subject: Re: Angriff - Stalingrad mod for LSA
Part 1 of "Angriff" mod will depict the fighting in the Southern sector of Stalingrad. In the screenshot you see some of the famous units that fought there depicted by Aetius awesome BG icons. Amongst them 35. Guards Rifle Division, 26. Tank Brigade, 24.PzDiv and 94.Infantry Division. Also enjoy the view of a snippet of Manoi's depiction of the historical battleground in the form of a high quality strategic map.
  Topic: Angriff - Stalingrad mod for LSA
ScnelleMeyer

Replies: 51
Views: 14366

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Mar 12, 2022 10:47 am   Subject: Re: Angriff - Stalingrad mod for LSA
Part 1 of "Angriff" mod will depict the fighting in the Southern sector of Stalingrad. In the screenshot you see some of the famous units that fought there depicted by Aetius awesome BG icons. Amongst them 35. Guards Rifle Division, 26. Tank Brigade, 24.PzDiv and 94.Infantry Division. Also enjoy the view of a snippet of Manoi's depiction of the historical battleground in the form of a high quality strategic map????
  Topic: Angriff - Stalingrad mod for LSA
ScnelleMeyer

Replies: 51
Views: 14366

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Mar 11, 2022 10:54 pm   Subject: Re: Angriff - Stalingrad mod for LSA
Part 1 of Stalingrad 2 (a mod for LSA) is in its final stages and will enter public play-testing very soon.
  Topic: Extracting sprits that are 32bit
ScnelleMeyer

Replies: 27
Views: 13960

PostForum: Modding Workshop   Posted: Wed Jan 26, 2022 7:12 pm   Subject: Re: Extracting sprits that are 32bit
The sprites are shown in-game the same size as they are saved and packed into the .azp.
  Topic: Angriff - Stalingrad mod for LSA
ScnelleMeyer

Replies: 51
Views: 14366

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Jan 20, 2022 10:57 pm   Subject: Re: Angriff - Stalingrad mod for LSA
Stalingrad part 1 - a mod for the CC LSA is well underway. The mod team is working every day to bring it to you as soon as possible. To ease the wait we will bring more screenshots and info in the coming weeks. Today we show a small selection of the Soviet teams  of a Battlegroup of the 35th Guards Rifle Division. In the image you can see from top to bottom:
1. 4-man Komandnaya Gruppa (Command team) from 133. Tank Brigade  
2. 5-man Komandnaya Gruppa from NKVD - The weapons and equipment carried are different - this is a design choice in the mod that you will see across other team types as well. - Variation in composition and weapons in similar team types. - We think that this keeps the teams both within the historical frame and creates interesting variation for the player.
3. 35.Guards Rifle Division 3-man Stankovyy Pulemet (HMG) with a Maxim M1910.
4. 4-man 35.Guards Rifle Division Strelkovoe Otdelenie (Rifle Squad)
5. 4-man 35.Guards Rifle Division Razvedovatelnoe Otdelenie (Recon Squad)

Please post you comments, viewpoints, wishes and questions.
  Topic: LSA GJS 9.9
ScnelleMeyer

Replies: 9
Views: 2109

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jan 17, 2022 5:02 pm   Subject: Re: LSA GJS 9.9
Yes, you need to copy an existing tank to create a new tank in the data that has speed and acceleration of zero (Vehicles.txt and Axstms.txt. Then edit the StaticBG.txt to include this new tank in the FP of the 716ID and edit the coordinates for it. If you dont have it - DL the workbook for LSA and get at it:)
To help you with the coordinates see the workbook and open the map in 5CC where it is possible to obtain the coordinate information you need.
  Topic: Kharkov H2H GC AAR
ScnelleMeyer

Replies: 6
Views: 2166

PostForum: Kharkov   Posted: Tue Jan 11, 2022 6:50 pm   Subject: Re: Kharkov H2H GC AAR
Thanks for an interesting report on the Kharkov mod!
  Topic: Program to create 16-bit TGAs for CC3.
ScnelleMeyer

Replies: 3
Views: 1162

PostForum: Modding Workshop   Posted: Mon Nov 22, 2021 9:53 am   Subject: Re: Program to create 16-bit TGAs for CC3.
On certain sites Photoshop can be downloaded for free...
  Topic: CC3 Soldier and SoldierB
ScnelleMeyer

Replies: 4
Views: 1367

PostForum: Modding Workshop   Posted: Sat Nov 20, 2021 9:50 am   Subject: Re: CC3 Soldier and SoldierB
Hi and welcome to the forums camablake,

You are right about the soldier sprites - they are used for both sides.
For editing the soldier uniform colours of CC3 you would use CplFilth's Soldier colour editor.

To move those edits over to a COI .exe a bit of simple hex editing of the .exe is needed to move the values over from the CC3.exe
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Sun Nov 14, 2021 7:04 am   Subject: Re: Conversion maps
This error message means there is an issue with the conversion table causing the map to be coded with elements that are not corresponding to the "elements txt" in the Data/Base folder.
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Sat Nov 13, 2021 9:25 pm   Subject: Re: Conversion maps
There is an issue in your translation table that I can see in the last picture. Look at the "Hedge" line towards the bottom - Its coloumns is off.
Also I dont know if you didnt care to update the headlines of your table, but if you are making a table to convert a map from WAR to CC5, the first coloumn should be the WAR values and the second should be the corresponding element of CC5.
So making and saving a translation table is a SINGLE step - you make it and then apply it to the map(s) you want to convert. There is no need for the table to be "save as" after you have made it.

Map naming: All the mapnames in CC5 is stored in the "Index.mpi" - If you put a map named Stavelot in the map folder the game will not find it because it is not listed in the Index.
Better to rename your map to some existing CC5 map and make a backup of the original CC5 map. - Note that you also might have to adjust the BTDs if the map size of Stavelot is larger than the CC5 one it replaces.
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Sat Nov 13, 2021 7:12 pm   Subject: Re: Conversion maps
1. What did you name the map?
2 Did you edit index.mpi file in MAP folder?
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Thu Nov 11, 2021 9:32 pm   Subject: Re: Conversion maps
No you dont need to change the text, but it does make for a more easier to edit table later in case something is not totally correct.
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Thu Nov 11, 2021 7:38 pm   Subject: Re: Conversion maps
Yes, its a bit of work to pice together a conversion table, but maybe you can use parts of some other tables. There is a CC4 to WAR table and a CC54 to CC5 table that should help you out some.

No the elements file is not created from the conversion process.
When the map is converted a new Mapname.txt file is created - wich icontains the coding of that particular map.
The elements.txt are values of the different terrain features of all the maps in the game. If you change values there it will affect how all the maps in the game will play.
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Thu Nov 11, 2021 5:47 am   Subject: Re: Conversion maps
Great! - In your 5CC installation folder there is an elements translation folder. Look in here for the correct table. If none exists for your operation - WAR to CC5 - You need to make up one.

In 5CC in the screen in your screenshot - Go FILE- Open elements translation table. - Then press the convert button.
  Topic: Conversion maps
ScnelleMeyer

Replies: 18
Views: 2749

PostForum: Modding Workshop   Posted: Wed Nov 10, 2021 6:43 pm   Subject: Re: Conversion maps
So where do you screw it up as you say. Tell me where do you run into problems please and we can work from there.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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