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Do incapacitations count as a soldier's kills?

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Close Combat Series Forum Index
 
 
Author Message
  Topic: LSA Gold Juno Sword 9.4 Installer
TWJunky

Replies: 9
Views: 6382

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Apr 16, 2021 10:19 pm   Subject: Re: LSA Gold Juno Sword 9.4 Installer
i really like the changes you have made to the units armor/ammo/composition. Have u guys ported those changes to the original LS campaign, or are you planing on doing so in the future?
  Topic: RQWeapons Textures
TWJunky

Replies: 2
Views: 3189

PostForum: Modding Workshop   Posted: Sat Apr 08, 2017 10:42 am   Subject: Re: RQWeapons Textures
Oh ok, and the color profile 1,8,16 oe 32 bit. 32 Bit doesnt seem to allow to save images as Targa files. btw wheh i save the images with a trasparent background they still apear with a white one in game. it apperas to me that the targa format doesnt like transparent backgrounds.
  Topic: RQWeapons Textures
TWJunky

Replies: 2
Views: 3189

PostForum: Modding Workshop   Posted: Fri Apr 07, 2017 6:28 pm   Subject: RQWeapons Textures
What background color should i use in Photoshop when I  create new RQWeapns textures? most GTC images seem to have a black background when i import them into photoshop. on the other hand previewing them in paint.net i see no packground at all, just this dark glow arround the edges. can somebody give me some advice?
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Thu Apr 06, 2017 2:20 pm   Subject: Re: Extracting sprits that are 32bit
they look great! thanks!
  Topic: Adding Camo Paterns to Textures
TWJunky

Replies: 2
Views: 2921

PostForum: Modding Workshop   Posted: Tue Apr 04, 2017 2:11 pm   Subject: Adding Camo Paterns to Textures
Whats the best way to ad camo paterns to existing textures? just draw them manually? the add pattern tool of CS6 doesnt seem to be the right tool for this purpose.
  Topic: Sodlier Data
TWJunky

Replies: 4
Views: 4171

PostForum: Modding Workshop   Posted: Mon Apr 03, 2017 7:09 pm   Subject: Re: Sodlier Data
Thanks! i eextracted them and there are over 3000 of texture files. how do i change the unform colors?
  Topic: New Textures cut of
TWJunky

Replies: 2
Views: 3334

PostForum: Modding Workshop   Posted: Mon Apr 03, 2017 7:06 pm   Subject: Re: New Textures cut of
Thanks that worked like a charm!

Btw: please dont forget to send me that Luchs texture. if you want i can send you the ones i did aswell.
  Topic: New Textures cut of
TWJunky

Replies: 2
Views: 3334

PostForum: Modding Workshop   Posted: Mon Apr 03, 2017 4:31 pm   Subject: New Textures cut of
I went ahead and modified a halftrack for GTC with Photoshop. I ajusted the canvas size so that the newly monted 50 cal would fit on the canvas. Sadyl in game  the canvas does seem to be larger and the mg is cut of Sad. what am i doing wrong?
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Sat Apr 01, 2017 10:10 am   Subject: Re: Extracting sprits that are 32bit
when editing a texture using paint.net should i save the new texture using RLE kompression?
  Topic: Sodlier Data
TWJunky

Replies: 4
Views: 4171

PostForum: Modding Workshop   Posted: Fri Mar 31, 2017 8:09 pm   Subject: Sodlier Data
how do i open the soldier file in the Graphics Folder? ccmunger doesnt seem to do the trick
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Wed Mar 29, 2017 9:25 pm   Subject: Re: Extracting sprits that are 32bit
@mick_xe5: yey thats exactyl where I made my mistake! tanks for pointing me in the right direction!

@scnelleMeyer: hell yes, please send that texture, it looks great! Do you have more textures of the same
quality? if you do i would really like those as well Smile
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Wed Mar 29, 2017 5:04 pm   Subject: Re: Extracting sprits that are 32bit
no worries ScnelleMeyer! you helped a lot! thx again.

the probelm is now that the wrong textrue is used:
Its a sdkfz and not a luchs


https://imageshack.com/i/poAG04Jsj


Edit:
I found the probelm in the axsteams (wrong class number).
Isnt she a beauty ;)

https://imageshack.com/i/pn1DFs43j
  Topic: Help! Weapons dont overheat or break
TWJunky

Replies: 7
Views: 4990

PostForum: Modding Workshop   Posted: Wed Mar 29, 2017 3:31 pm   Subject: Re: Help! Weapons dont overheat or break
once a teams expierence level hits experience or veteran, jamming doesnt occure. dont ask me why this decission was made, the devs probaly dont know either  Rolling Eyes
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Wed Mar 29, 2017 9:46 am   Subject: Re: Extracting sprits that are 32bit
did everything according to your instructions, but I also had to change the values of line 3 from 17 to 1 and that ended up working. I guess line 3 was the counter for the ammount of tex in the folder. the probelm I got now is that the unit isnt shwoing up in game. so i guess the data table doesnt know where to look for the texture? how do i find out the where and under what titel the new texture is saved under?

btw the unit is in a BG, I edited the datatables accordingly.
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Tue Mar 28, 2017 11:56 am   Subject: Re: Extracting sprits that are 32bit
Thank you ScnelleMeyer. But now i am encoutering probelms with the files that i extracted and repacked with RtB tool (Tanks). Shadows on the other hand look just fine ( i used ccmunger for those). so i guess the rtb tool doesnt do the job proper anymore.

The thing is, that when i trying to repack the tanks azp with munger its giving me an error rebuilding TEX file hull and a error TEX file turret.
i did everthying according to your instructions above. That worked great with shadows.azp.

Comparing the extracted tanks and shadows archives, I see that there is a second txt file called Texdata in the extracted Tanks.azp folder.

I already tried copying the coresponding texdata line fom one to the other, but that didnt work either. IT appears to me that there is are some differences in format when i look at the structure:

Here and example:

From PitF

aM10Wolverine2_norm_hull_but.tex
0
17
16, 28, 16, 28
16, 26, 16, 26
16, 23, 16, 23
14, 26, 14, 26
14, 25, 14, 25
13, 28, 13, 28
13, 28, 13, 28
14, 29, 14, 29
14, 30, 14, 30
16, 29, 16, 29
16, 30, 16, 30
17, 29, 17, 29
19, 30, 19, 30
18, 28, 18, 28
19, 28, 19, 28
17, 27, 17, 27
19, 25, 19, 25

The GtC Texdata:

aM10Wolverine2_norm_hull_but.tex
0
1
16, 30, 16, 30
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Sun Mar 26, 2017 10:03 pm   Subject: Re: Extracting sprits that are 32bit
so therfore i am done with the GRAPHICS folder and kann move on to the workbooks? what about the LOCALFX, is anyhting vehicel sprite realted in there? like fireing animations etc or are all those generic?
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Sun Mar 26, 2017 5:26 pm   Subject: Re: Extracting sprits that are 32bit
thanks a lot ScnelleMeyer that worked. A lot more comlicated than the good old RtB Tool but i guess thats what we have to work with now.

So far i have edited and repacked:
Tanks
Guns
Wrecks
Shadows

what else do i need to edit and repack to see my new units in game?
  Topic: GJS 8.0 AAR
TWJunky

Replies: 87
Views: 53089

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Mar 26, 2017 1:29 pm   Subject: Re: GJS 8.0 AAR
have you every shot an MG? I served in the austrian army (mandatory service :/). the personal carrier i was driving had a MG 3 mounted ontop. this weapon jammed on a regualr basis. every coupple of bursts it had to be manually reloaded and then was firing again. that wasn´t a long procedure but something like that does reduce your rate of fire.  so jaming is a thing. i recon that gets especially bad when temperature rise in and the internal metal parts start to expand, changging the dimensions
Regardless i dont think that these stats matters at all in game, as I said the i didnt get any results when temering with: No Jam or Break Quality, Heat Rate, Cool Rate. they look like dead stats to me.
since you have more experince than i do, maybe you can confirm by tryin it out yourself Smile?
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Sat Mar 25, 2017 10:11 pm   Subject: Re: Extracting sprits that are 32bit
i extracted both shadows.azp from PitF and GtC. i then merged the two sets of files and now want to repack them into one azp file. my objective is to make all PitF vehicles available in GtC.
  Topic: Extracting sprits that are 32bit
TWJunky

Replies: 27
Views: 19690

PostForum: Modding Workshop   Posted: Sat Mar 25, 2017 9:41 pm   Subject: Re: Extracting sprits that are 32bit
thanks, extracting worked, but i cant repack them with ccMunger.
 
 
 
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