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Author Message
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Sun Oct 24, 2010 2:09 am   Subject: Re: Dodam's Map Textures
schrecken wrote (View Post):

Vic

have I missed some?


Hi Andrew, on the page you have for Buf's tutorials there is a link for some files needed for them. It is a dead link to the old CSO site. The files needed are too big for me to upload in this thread as an attachment.

yg
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Sat Oct 23, 2010 5:05 am   Subject: Re: Dodam's Map Textures
LuckyDummy

Check your PMs  Very Happy

yg
  Topic: Inflatable army
yukongold

Replies: 6
Views: 5106

PostForum: The Mess   Posted: Tue Oct 12, 2010 5:52 am   Subject: Re: Inflatable army
Interesting article Buck!

The concept of Maskirovka was used very sucessfully by the Soviets during the buildup for the Vistula-Oder offensive in early '45. Christopher Duffy gives a good description of it in "Red Storm on the Reich."

cheers
yg
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Wed Oct 06, 2010 5:51 am   Subject: Re: Dodam's Map Textures
Nice to see Manoi in this thread. Great Link too! Here's another one........smaller sizes mostly.

http://www.grsites.com/archive/textures/
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Wed Oct 06, 2010 3:42 am   Subject: Re: Dodam's Map Textures
Ok LuckyDummy,  I know which texture zip that is. Lets make this a long thread.  Very Happy
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Mon Oct 04, 2010 5:20 am   Subject: Re: Dodam's Map Textures
LuckyDummy,

Can you post a list of Dodam's textures included in the zip from the Matrix page? I'll try to put up any that are missing.

Which graphics editor are you using?
There are a pile of textures that have been posted to the community over the years. I think most mapmakers become like magpies collecting them from the internet, other games, bits and pieces from other maps, etc.  For roof textures its best to find fairly small images; otherwise they tend to look like crap when you need to scale them down too much.

Some nice kits Dodam put togther:
  Topic: Mapmaking
yukongold

Replies: 1
Views: 3613

PostForum: Close Combat 3: The Russian Front   Posted: Sun Oct 03, 2010 8:19 pm   Subject: Re: Mapmaking
Deepack, look in the Tools section of the downloads. 3C or 5CC can both be used for CCIII maps. 3C might be a bit easier to learn, but you will need to use Groof2 for the roofs. Its a command based program so that isn't as easy.

Look at this thread for the link to some excellent tutoriials and textures.

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=8582

cheers,
yg
  Topic: mod to force AI to never flee and fight to the death
yukongold

Replies: 5
Views: 7004

PostForum: The Mess   Posted: Sun Oct 03, 2010 8:11 pm   Subject: Re: mod to force AI to never flee and fight to the death
"i dont want them to 'flee the battlefield' like a pussy...i want to kill them all!"

fruitbar, its not really a mod per se. Find yourself a head to head opponent that is better than you are. Just don't be surprised if it is your men who flee the battlefield then.  Surprised
  Topic: Question to modders about editing grenades
yukongold

Replies: 8
Views: 6448

PostForum: Modding Workshop   Posted: Wed Sep 29, 2010 4:53 am   Subject: Re: Question to modders about editing grenades
Found it!
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=4679

Please feel free to add to or correct the workbook with any new findings.
I'm not sure if the link for the test sound file will still work........maybe?

cheers
yg
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Tue Sep 28, 2010 6:30 am   Subject: Re: Dodam's Map Textures
You're a good man Schreck, despite what some folks might say.  Smile

At one time Neil had Dodam's textures hosted at his site. There were a bunch of self-extracting files. When they got added to the CSO downloads they might have all been put into one big zip. I will try to put a list of the textures together and post it for you. A bit bandwidth challenged at my end. I've got a few individual textures that Dodam posted from time to time also that might not be in the sets. His textures really were a wonderful contribution to the CC community.

cheers,

yg
  Topic: Dodam's Map Textures
yukongold

Replies: 22
Views: 25491

PostForum: Modding Workshop   Posted: Tue Sep 28, 2010 5:03 am   Subject: Re: Dodam's Map Textures
Has anyone kept in contact with Dodam??

I have most of his textures, etc. stashed away, but would like to have his blessing before putting them up, if Mooxe was agreeable to that.

cheers,

yukongold
  Topic: Using 'iMake'
yukongold

Replies: 18
Views: 10312

PostForum: Modding Workshop   Posted: Wed Jan 27, 2010 7:34 am   Subject: Re: Using 'iMake'
Hi salhexe,

I would suggest a somewhat different approach to this. As you are changing quite a few files, I'm thinking the best way would be to add a .AFR extension on to the Africa mod files you want to replace, as part of the rename command lines, and just let them stay in the CC directories. That way the original game files stay safe in the ORG folder.

Another thing to watch for is spaces. Make sure you always use tabs. Spaces at the end of the command lines will cause the config manager to stop. An easy way to check for this is to highlight your text and look for any blue extending past the letters. If you see this go to that line, place your cursor at the end of the text and delete the spaces following.

I'll write up an install and uninstal file for you try out. Will post soon.

cheers,

YG
  Topic: Using 'iMake'
yukongold

Replies: 18
Views: 10312

PostForum: Modding Workshop   Posted: Sun Jan 24, 2010 8:25 am   Subject: Re: Using 'iMake'
Give me a few days salhexe, I'll have a look at this for you.

cheers,

YG
  Topic: Battle of the Scheldt has been released
yukongold

Replies: 80
Views: 110093

PostForum: CC5 Battle of the Scheldt   Posted: Thu Jan 21, 2010 4:53 am   Subject: Re: Battle of the Scheldt has been released
Congratulations are in order Buck, and you should win a medal for perseverence too!!

Cheers,

YG
  Topic: Need help finding WWII technical illustrations
yukongold

Replies: 7
Views: 6206

PostForum: The Mess   Posted: Tue Oct 06, 2009 5:03 am   Subject: Re: Need help finding WWII technical illustrations
I think you might like these ones dj.  Some nice big blueprints to work with.

http://www.3dmodelart.com.ar/docseng/eng_servicios5.htm

cheers
  Topic: What was your first wargame?
yukongold

Replies: 215
Views: 288903

PostForum: The Mess   Posted: Thu Sep 03, 2009 5:15 am   Subject: Re: What was your first wargame?
Schrecken, that is a great pic.

Those old 5 1/4 floppies sure bring back memories. Early machines like the Commodore 64s and XTs have become quite valuable in recent years......lots of nostalgia collectors out there now. Might be worth hanging on to those old machines ( and software too) if you still have them tucked away.

Thanks to everyone else that took the time to post their old box art......great stuff.
  Topic: Help:How could be new mods available ?
yukongold

Replies: 7
Views: 7124

PostForum: Close Combat 4: Battle Of The Bulge   Posted: Thu Sep 03, 2009 4:37 am   Subject: Re: Help:How could be new mods available ?
Hi Tommy, the cpu problem seems to be more serious with some graphics cards. I suspect the fact that the close combat series uses 16 bit graphics may have something to do with it. Make sure your cpu heat sink is not full of dust, and it might help to make sure you have the latest version of Direct X. You could also try disabling Direct X for gameplay altogether to see if that helps.

There aren't as many mods for CCIV  because CCV was released long after so most of the modders moved on to that version. You can download the CCIV plugin manager in the download section and try some of the mods out. The config (plugin) manager makes it quite easy to do. TT's Vetmod for CCIV is very challenging and set the bar for later mods.

If you set your gameplay settings for recruit you will see some kingtigers in the game. This can be modded to add them in on the other settings but it takes a farily good knowledge of the data sets and how to use a program called QClone. The forcepools in CCIV can be quite confusing.

The reduced ammo is part of how the game strategy works..........that is why it is important to capture and hold the ammo depots. Otherwise your units will begin to run out of ammo and fuel.

Hope this helps

cheers
  Topic: Bootcamp.op Help needed
yukongold

Replies: 4
Views: 3607

PostForum: Modding Workshop   Posted: Sat Aug 22, 2009 4:19 am   Subject: Re: Bootcamp.op Help needed
Hi Buck, I will look a bit deeper into the bootcamp.op files and add an example into the workbook I made up for CCV. It may even be possible to make a battle up with the scenario editor, and then just add the .op extension to it, then edit the battlegroup with a bit of hex editing afterward.

cheers
  Topic: Bootcamp.op Help needed
yukongold

Replies: 4
Views: 3607

PostForum: Modding Workshop   Posted: Wed Aug 19, 2009 4:18 am   Subject: Re: Bootcamp.op Help needed
Hi Buck, I had a quick look at these files and it appears that the bootcamp text files are basically a script with some screen coordinates in them as well........shouldn't be too difficult to modify. The bootcamp.op files appear at a glance to follow the same format as the stock battle files. I've mapped out the hex values for the battles, ops and campaigns, so I can look into this further for you. The part that will likely be the biggest pain will be the forcepools........you will need to make sure the teams in the forcepool bootcamp BGs actually exist or crashes will surely occur......and likely drive you nuts! I'm assuming you are modding CCV?

cheers!
  Topic: Editing terrain graphics and explosions?
yukongold

Replies: 9
Views: 6131

PostForum: Modding Workshop   Posted: Tue Jul 28, 2009 2:34 am   Subject: Re: Editing terrain graphics and explosions?
Therion, this might do the trick for editing Local.fx

http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/TGA-Tool.shtml

cheers
 
 
 
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