Let me explain. I have the maps from my War-ABTF mod. They use a edited elements.txt. How can I import this special elements at 5CC? if I can not import it, I can not make a translation.
Or can I ignore it and I can make the translation table manually and write to the left the War-ABTF values and to the right the new GTC values?
You can make the translation table manually as you mentioned, or you can probably select some of the elements table and paste it into a column in excel, or import it into excel as a tab delimited file.
Really? have you saved the translation text with excell and opened again with 5CC? it does not open nothing different from a ascii file and excel can not save ascii files.
Quote:
But, I have never known what the ground scale for CC2 was, because me thinks it is not 5 pixels per meter. It is less than that.
There was the CC2 maps converted to CC3, next I converted them to CC5, next I converted them to WAR and now I would like them for GTC and use them with my 1946 data. But 5CC can convert them easily to 8 pixels. There is a scale option for this.
Quote:
Elements in my opinion are free. Not fixed positions (der kessel works perfectly with shallow water in another position for example). There are no .exe special works for them (the elements in Michael list), so why fixed? Change names and values and that's all.
Yes but you must set in the map the same position in the elements.txt for the shallow_water, if not, your shallow_water can be dirt or other thing.
Last edited by Nomada_Firefox on Tue Feb 10, 2015 6:22 pm; edited 1 time in total
Posted: Tue Feb 10, 2015 6:31 pm Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
Michael, I mean TLD Der Kessel. To be honest, PJ has used a similar element: Thin Ice (instead shallow water, and shallow water is in another position). I'm looking better elements of yout list... I can see a "movement" connection: maybe are movement issues coded in .exe for these elements. Anyway, the similar ones for sure they works.
Really? have you saved the translation text with excell and opened again with 5CC? it does not open nothing different from a ascii file and excel can not save ascii files.
Yes, you can save with Excel, and then use the translation table with 5CC.
Posted: Tue Feb 10, 2015 8:37 pm Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
Now I discovered it but not thanks to your help because your guides are a bullshit. Sorry but it is the true.
The correct would be this:
You can create a excell file with the values for the translation.
Save it as tab delimited.
Open it with a hexadecimal editor.
Save again.
Open it with 5CC.
The other way, your way Swta, it does not help because you do not explain nothing, you look as one guy showing "how good I´m" and we are not here for this, we are here for free modding.
Posted: Tue Feb 10, 2015 9:28 pm Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
No problem, I´m not interested at how great you are without make nothing.....
At least now, after one or two days of work, I can code the maps. This is not a elements file where two values are different, there are more of 260 values at different positions and I must check one by one where it is at GTC or some similar to this because I can not add more new values or edit the originals, a piece of shit.
Next, probably I need edit the terrain file and it will be another mess.
Perhaps somebody think different but GTC and PTIF are the worse for edit, the CC games with more troubles.
No problem, I´m not interested at how great you are without make nothing.....
At least now, after one or two days of work, I can code the maps. This is not a elements file where two values are different, there are more of 260 values at different positions and I must check one by one where it is at GTC or some similar to this because I can not add more new values or edit the originals, a piece of shit.
Next, probably I need edit the terrain file and it will be another mess.
Perhaps somebody think different but GTC and PTIF are the worse for edit, the CC games with more troubles.
Well good for you! That and a couple of bucks will get you a low grade coffee at Starbucks. And btw, I did explain to you what to do. How was I to know you would gomer such a simple explanation.
Posted: Tue Feb 10, 2015 11:32 pm Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
I know we are doomed and CC will die a slow and painful death thanks to Matrix f*cking it up constantly.
But when I look at you guys, Stwa and Firefox, I even get more depressed because it becomes apparent there is not a single sane person left in the CC5 modding community who can competently work with other people in mutual UNDERSTANDING... Look at you, you don't agree on an issue (which is very normal btw), but you start trolling each other in lightening speed and waste each other's time unnecesserally. Unbelievable...
I know we are doomed and CC will die a slow and painful death thanks to Matrix f*cking it up constantly.
But when I look at you guys, Stwa and Firefox, I even get more depressed because it becomes apparent there is not a single sane person left in the CC5 modding community who can competently work with other people in mutual UNDERSTANDING... Look at you, you don't agree on an issue (which is very normal btw), but you start trolling each other in lightening speed and waste each other's time unnecesserally. Unbelievable...
Not exactly. Firefox starting telling "stories", pretty much every time he posted, and he got caught, then started ranting.
Posted: Wed Feb 11, 2015 12:35 am Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
Ok, a good news: I have seen the reply to Nomada from Steve (GtC Matrix Games forum) about the possibility to add more than 30 maps and.. yes! The game supports 64 maps. Steve instructions about how to do it are exactly what I imagined (and 90% identical to TLD). Angriff mod can continue.
It will be usefull to know also how many arrows the game supports.
Drizzt
Posted: Wed Feb 11, 2015 1:09 am Post subject: Re: GTC modding limits, a lot, probably the worse CC for mod
Quote:
there is not a single sane person left in the CC5 modding community who can competently work with other people in mutual UNDERSTANDING...
Please do not put me in this group of bad people, first I work and I have worked with other people at CC, second I started this thread for inform all you about this, if there are trolls, it is not my fault.
Quote:
Ok, a good news: I have seen the reply to Nomada from Steve (Gtc Matrix Games forum) about the possibility to add more than 30 maps and.. yes! The game supports 64 maps. Steve instruction about how to do it are exactly what I imagined (and 90% identical to TLD). Angriff mod can continue.
Yes, you can see how I´m not a troll, I tried make some of pressure because unfortunately most of the people launching bad opnions to matrix, they are not enough brave for launch them directly in the face of matrix and at least try a change.
But Drizzt, you are not saying the same words from Steve. He has not sayed how the game support more maps. Just he has sayed how he has not made any change with this. Really he does not know if it can gives thousands of different troubles as I have seen. In fact now, I do not see the same trouble at my files but I have many problems adding the code. As always modding most of the times increase the capabilities from the games and we can see several unknoiwn problems.
Stevel wrote:
(Part of this is a repost of my response to you on the Slitherine forums, where you posted the same message)
Neither of these things were changed from Panthers in the Fog, or previous versions of the game. I suspect you are seeing some other issue, such as a mismatch between the stratmap.txt and the map, arrow, and front line trace images in the scrngadg.gdg file -- if these two things are out of sync, the game will not function properly.
See my response to your post in the Modding forum here for more information on this.
As for the elements file, there have always been elements that the EXE relies upon being at a certain index. This is not new to Gateway to Caen. You can always add new elements to the end of the elements.txt file, and you can change the values (cover, or movement rate, for example) for any element, even the ones the EXE is relying upon.
If you're having a specific problem I would be happy to help with it, but please describe exactly the mod you're making to the game so I can reproduce it and see what's happening myself.
Steve
About other problems, have any of you tried add a new scenary editor? you will be very surprised and if you discover the problem, you will see a very big botched job, at least from my perspective.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited
and found this site to thier liking. I hope you had time to check out some
of the great Close Combat mods and our forums. I'd also like to thank
all the members of our volunteer staff that have helped over
the years, and all our users that contributed to this site!