wallach79
Rep: 29.5
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Posted: Sat Sep 19, 2009 9:26 pm Post subject: Modding a map in Wacht am Rhein |
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I'm not a great modder. What I managed to do until now is just data modding but graphics and maps especially are something virgin for me. No, I do not want to create new maps, I just respect the guys who do that because I heard it takes a lot of work and time. But playing Wacht am Rhein I discovered that on Malmedy map there is a bug when playing with AI: the banks of the river are so closed on one area that the AI tends to cross the river but there it is DEEP WATER element. So I need to replace "deep water" with "shallow water" in that area. If you could tell me the steps and the tools needed I would be gratefull. |
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southern_land
Rep: 155.2 votes: 14
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Posted: Sat Sep 19, 2009 10:14 pm Post subject: Re: Modding a map in Wacht am Rhein |
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Grab 5CC (I think the newest verions is here) load up the map and all associated files. Change the region of elements from deep to shallow save the txt file. You should probably generate a new LOS though for a water to water exchange it's probably not nessecary.
bear in mind this will throw up issues if you try to play H2H I think |
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wallach79
Rep: 29.5
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Posted: Sun Sep 20, 2009 12:43 pm Post subject: Re: Modding a map in Wacht am Rhein |
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Thanks mate ! It works. |
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Sun Sep 20, 2009 12:52 pm Post subject: Re: Modding a map in Wacht am Rhein |
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You may come across this problem a few more times.
I suggest having 2 map folders.
One for the AI with little or no Deep Water and One for H2H with originally codded maps.
A Steep Slope can also sometimes cause problems for the AI.
Always back up your originals before editing. |
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wallach79
Rep: 29.5
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Posted: Sun Sep 20, 2009 8:13 pm Post subject: Re: Modding a map in Wacht am Rhein |
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platoon_michael wrote (View Post):
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You may come across this problem a few more times.
I suggest having 2 map folders.
One for the AI with little or no Deep Water and One for H2H with originally codded maps.
A Steep Slope can also sometimes cause problems for the AI.
Always back up your originals before editing.
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Yeah, that's a good idea. The Ardennes terain was historically difficult but we could do the maps a little bit easier to cross given the "smart" CC AI. |
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RD_TG_Jager
Rep: 24.5
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Posted: Tue Dec 22, 2009 6:41 pm Post subject: Re: Modding a map in Wacht am Rhein |
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Was there not a guide to painting CC maps using Adobe Photo Shop. I remember looking at these around 2003, I think southernland wrote the manual. Are there updated documents on using these tools? |
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schrecken
Rep: 195 votes: 15
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RD_TG_Jager
Rep: 24.5
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Posted: Tue Dec 22, 2009 7:35 pm Post subject: Re: Modding a map in Wacht am Rhein |
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TYVM |
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yuma
Rep: 11.6
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Posted: Wed Dec 23, 2009 7:54 pm Post subject: Re: Modding a map in Wacht am Rhein |
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Does 3C work with maps from WAR and TLD? |
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schrecken
Rep: 195 votes: 15
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Posted: Wed Dec 23, 2009 8:06 pm Post subject: Re: Modding a map in Wacht am Rhein |
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3c can do everything except create a LOS file.
It can't handle the large number of elements available. |
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