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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Unbalanced Points in Editor made Operations
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Replies: 8
Views: 7097

PostForum: Close Combat Cross of Iron   Posted: Sat Jun 09, 2012 10:00 pm   Subject: Re: Unbalanced Points in Editor made Operations
Yea, 13 years ago I tried to convince MS's Project Mgr, Danan Davis, that the CC3 bonus req points were backassward. Its a looong, involved read.

The missing 'balance' graphic at the top of the page.
The missing example links (ex.1, ex.2, & ex.3) at the bottom of the page.

Sounds like the bonus req. point calculation wasnt changed in COI.
  Topic: Poland '39 mod
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Replies: 20
Views: 25158

PostForum: Close Combat 3: The Russian Front   Posted: Fri Jun 08, 2012 1:15 am   Subject: Re: Poland '39 mod
zoober wrote (View Post):
Just installed this mod and downloaded the GC and mappack from this thread but as I can see the 3 first maps from GC are not changed at all Confused Is this yet another half-made mod ffs?
The first 3 maps are Lvov1, 2 & 3. In 1939 Lvov (Lwow) was in Poland. Post-war it became part of the eastern Ukraine.
  Topic: What are you reading?
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Replies: 375
Views: 357257

PostForum: The Mess   Posted: Wed Jun 06, 2012 1:52 am   Subject: Re: What are you reading?
Panzer Gunner: From My Native Canada to the German Osfront and Back. In Action with 25th Panzer Regiment, 7th Panzer Division 1944-45

Free Kindle ebook @ Amazon. Free Kindle PC app also available.
  Topic: Issues installing LSA on new computer
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Replies: 3
Views: 7961

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jun 03, 2012 12:44 pm   Subject: Re: Issues installing LSA on new computer
dj wrote (View Post):
...I lost the installer file when I downloaded the game...
If you registered LSA with Matrix then login to Members and download it again. The S/N will also be available.
  Topic: Strategic Map
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Replies: 6
Views: 36993

PostForum: Close Combat Panthers in the Fog   Posted: Tue May 29, 2012 6:20 pm   Subject: Re: Strategic Map
Nice big, new trees instead of the old lollipops. It will be interesting to see how these get coded for terrain. SOP has been to account for the undergrowth (leaves/brush) as a solid column, providing LOS hinderance, concealment & cover, the rationale being that since CC maps show fewer trees than actually would exist, the trees that do get shown should have more 'impact'. The new treetops, however, spread out from their trunks much further and their terrain effect should start at ~3-4 meters to reflect the open space underneath. To allow LOS/LOF under these treetops will require a new terrain element similar to LSA's 'Under Bridge'.

Im also partial to the 'bloodless' KIA/Incaps although this is probably just an unintended feature of a stripped down PitF dev version.

Cant say I care much for the new red/blue 'front line' graphics. Not much room available for the possible graphics that could be displayed if you had a  BG isolated on a small map like L'Abbaye Blanche.

The strat map contour lines should be more visible. Why contours were never used on the Overview maps is a complete mystery.
  Topic: CONVERTING MAPS from CC5 to CC3
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Replies: 2
Views: 3448

PostForum: Modding Workshop   Posted: Mon May 28, 2012 2:57 pm   Subject: Re: CONVERTING MAPS from CC5 to CC3
Use Mafi's CC2Tools v5.02. His manual describes how to convert/shrink maps to CC2 format. The process for converting CC5 maps to CC3 format will be very similar. Use the included CC5toCC3.txt translation table. You may have to use the tool to shrink some of the larger CC5 maps. IIRC, CC5's maximum map size was substantially larger than CC3's.
  Topic: Mods & Grand Campaigns
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Replies: 164
Views: 195864

PostForum: Close Combat Cross of Iron   Posted: Sat May 26, 2012 11:12 pm   Subject: Re: Converting CC3 Mods to COI
'retrieve' = delete?

Mebbe yousendit.

Seen Joe Pike around lately?

- mick  Smile
  Topic: Mods & Grand Campaigns
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Replies: 164
Views: 195864

PostForum: Close Combat Cross of Iron   Posted: Sat May 26, 2012 2:31 pm   Subject: Re: Converting CC3 Mods to COI
Dunno what email app youre using but you might try a file upload site (200mb/file limit).
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Fri Mar 23, 2012 3:04 am   Subject: Re: Using CC2tool to edit COI Artwork
After you "pasted it on the stock coi splashscreen tga" then what?

You should save the now edited CoI splashscreen as a .BMP or .JPG,
use RTBtool to convert the .BMP/.JPG back to 16 bit uncompressed .TGA,
put the edited CoI splashscreen.tga back in the unpacked CCImages .TGA files folder,
and repack that folder with RTBtool back into a game-ready CCImages.fx file
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Fri Mar 23, 2012 1:20 am   Subject: Re: Using CC2tool to edit COI Artwork
The RTBtool is available at Mafi's site just by following the CC2tool link you posted.

Converting to/from 16 bit .TGA is shown below...
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Fri Mar 23, 2012 12:15 am   Subject: Re: Using CC2tool to edit COI Artwork
It shows as CCImages.fx because youre editing CC3 not CoI like you said at the beginning.

No way in Hades that MS Paint will save anything as a 16 bit .TGA. Suspect you saved as a 16 color bitmap (.bmp). Not the same. 16 colors is 4 bit (2x2x2x2 = 16). 16 bit is 65536 colors (2x2x2x2x2x2x2x2x2x2x2x2x2x2x2x2 = 65536)

If you insist on using MS Paint, save as .JPG or 24 bit .BMP, then use RTBtool to convert to .TGA, then repack
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Thu Mar 22, 2012 11:05 pm   Subject: Re: Using CC2tool to edit COI Artwork
It should say CCImages.pix. You sure it doesnt say CCImages.pix?

Reversing the process isnt that simple with GIMP.
GIMP doesnt save .TGAs in the 16 bit uncompressed format necessary. (PS & PSP do)
Save your GIMP edits as either .BMP or .JPG
Use RTBtool to convert them to  (16 bit uncompressed) .TGA
Then use RTBtool to repack the edited .TGAs
A quick QA is to compare the file size of an edited .TGA image to its unpacked counterpart.
ie. if your graphics editing or save process changes the image file size the repacked game file aint gonna work


Yea, the RTBtool un/re packs CCImages.pix too. Seeing that you already had CC2Tools I tried to keet it simple.
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Thu Mar 22, 2012 9:11 pm   Subject: Re: Using CC2tool to edit COI Artwork
You said you had "no luck getting the images unpack".
Like the button says (CCImages.pix->TGA) - the CC2Tools will unpack CCImages.pix.
Youre clearly trying to unpack another graphics file.
Different tools unpack different files.
The RTB Tool will unpack the .GDG and .AZP files.

To enable file extensions:

Open Windows Explorer > click Tools > click Folder Options > select View tab > uncheck Hide extensions for known file types > click Apply to Folders > Click Yes > Click Apply > click OK
  Topic: Using CC2tool to edit COI Artwork
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Replies: 14
Views: 11496

PostForum: Modding Workshop   Posted: Thu Mar 22, 2012 7:32 pm   Subject: Re: Using CC2tool to edit COI Artwork
US_Brake wrote (View Post):

I was told to use the new CC2tool to edit COI Artwork.

After much searching.... I found the CC2tool. The CCS download section or CCS search was no help (toolbox is located under WAR files list)  I had to go to google which gave me the link back here to the tool.
CC2 tool

Now I have it, but I have had no luck getting the images unpack so I can edit them in paint.

I've spent hours trying different things, nothing, just files which cannot be viewed.

Can anyone help me make this work?

I am not the only player that wants to edit CC3/COI artwork, If I can figure this out I can help them. Thanks.

If "no luck/nothing" means exactly that then, using LSA's CCImages.pix file as an example, this is what you need to do:

1. Launch CC2Tools v5.02 > 1a. Click the CC3-CC5-RTB Graphics button > 2. Click the CCImages.pix button > 2a. browse to the COI \GRAPHICS folder > 3. select CCImages.pix > 4. specify an output folder for the unpacked images and the tool will unpack the various game screens in CCImages.pix as .TGA files

However, the phrase "just files which cannot be viewed" indicates you have had some "luck" and have gotten more than "nothing" from using the tool and that you have a folder similar to '4' full of unpacked game screen files. If so then the problem is that youre trying to use MS Paint which cant open .TGA images. Use the RTB Tool (File>Graphic File Format Conversion) to convert those .TGAs to .BMP or .JPEG so you can open them in Paint.

MS paint is the digital equivilent of a box of crayons. If youre serious about doing CC graphics I suggest acquiring a real graphics tool like Photoshop, Paint Shop Pro, or even GIMP.
  Topic: 5CC updated to 1.16 (June 2011)
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Replies: 33
Views: 24099

PostForum: Modding Workshop   Posted: Tue Mar 20, 2012 11:45 pm   Subject: Re: 5CC updated to 1.16 (June 2011)
No Michael, you did it your way and selected the \Data\Base\Elements file. I said to select the CCWaRElements.txt file found in the \5CC v1.17\TerrainElementsTables\ folder.

p. 15 - "In addition to these two formats (CC2&3), 5CC can use its own terrain element file format..."
p. 16 - "The 5CC package contains ready-to-use terrain elements files for CC4, CC5, RtB, CCM, CoI, CCMT and CC:WaR in CC3-format, too."
  Topic: 5CC updated to 1.16 (June 2011)
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Replies: 33
Views: 24099

PostForum: Modding Workshop   Posted: Tue Mar 20, 2012 9:22 pm   Subject: Re: 5CC updated to 1.16 (June 2011)
File > Preferences > Elements File tab > user defined #* button > browse to *\5CC v1.17\TerrainElementsTables\ and select the CCWaRElements.txt file (assuming that frozen wasteland is a WAR map youre trying to code). This will populate the Terrain Elements Table and the Coordinates box will  show the terrain element currently under the cursor.

Its a damn shame Mafi's entire 77 page manual for 5CC was written in an obscure dialect of low Walloon and typeset in an ornately illegible 18th century Gothic font.  Confused  Otherwise you'd find the above info on p.15
  Topic: CCVPatch501a.exe
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Replies: 1
Views: 2106

PostForum: Tech Support   Posted: Wed Mar 14, 2012 12:27 pm   Subject: Re: CCVPatch501a.exe
That self-installing version of the 5.01a patch depends on CC5 being located at C:\Program Files\SSI\Close Combat Invasion Normandy
If so, you just accept the default installation path (C:\Program Files) for the 5.01a patch

An alternative is simply to point the patch installation at some empty folder you have created, run the patch, then manually copy the patch files into the corresponding folders of your *\Close Combat Invasion Normandy directory.
This is easier done than said as youre simply replacing the existing original files with the patch files using this method.
  Topic: NOOB Questions
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Replies: 6
Views: 6215

PostForum: Close Combat Cross of Iron   Posted: Mon Mar 12, 2012 4:02 pm   Subject: Re: NOOB Questions
dlazov wrote (View Post):
So my first question for now is ... what is all the mods, plugins and what not, and even though my COI is an East Front game why are their plugins for say NA, Grossdeutchland, the Pacific, the West Front, etc?

User-created CC mods are analogous to ASL modules. Just as modules like West of Alamein introduced new units (Brit OoB), scenarios and map terrains. CC mods feature new OoBs, scenarios (battles/ops/campaigns) and maps. The chief difference is that all the mods for one version of CC (eg. CoI) use the same core "rules" (ie. the .exe or game engine) for that version where ASL modules often incorporated new rules. The various different CC versions each have their own proprietary set of mods.

FYI - Atomic Games and Avalon Hill were partners in the early '90s. Close Combat was originally conceived as the computer version of ASL. My well-used ASL binder is circa 1980.

dlazov wrote (View Post):
I'll probably mostly play solo but one never knows.

Why engage strictly in self-abuse when you have a teenage son who'd be happy to kick your butt in multiplayer?
  Topic: CC phone home
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Replies: 16
Views: 17546

PostForum: The Mess   Posted: Thu Feb 23, 2012 7:06 pm   Subject: Re: CC phone home
Its only a question of sufficient hardware specs. I'd imagine the next generation of big screen super phones should be capable of emulating XP and running CC.

LG Optimus Vu - 5", 4:3, 1024 x 768
  Topic: CC phone home
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Replies: 16
Views: 17546

PostForum: The Mess   Posted: Tue Feb 21, 2012 10:29 pm   Subject: Re: CC phone home
ya never know....   Shocked
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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