Mod porting guide
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Close Combat Series -> Modding Workshop

#1: Mod porting guide Author: pt11070 PostPosted: Thu Feb 27, 2014 1:39 am
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Is there such a thing as mod porting guide for TLD or PiF? I've been looking; there are pieces here and there. Did anyone venture with a guide? so rusty...

#2: Re: Mod porting guide Author: platoon_michaelLocation: Right behind you PostPosted: Thu Feb 27, 2014 10:50 pm
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I haven't really done a complete port over but I've done quite a bit with WaR which is the same as tLD.
PiFT I have done nothing..
Can you be a little bit more specific as to what you need help with?

The biggest issues I've seen so far is that the support Icons don't line up properly.
Red circle placement on the mini-map is sometimes off.
Strategic Map overlays don't always line up properly.


Mafi's BED9_v1_09 did good for me for the two arrows I rearranged within WaR.Does take some time to do a whole new strategic map though.

This was posted way back when WaR came out but I've never used it.Very informative though.


Strat Map Guide for WaR/tLD


Car to disclose what your gonna port over?


Last edited by platoon_michael on Fri Mar 21, 2014 10:22 pm; edited 1 time in total

#3: Re: Mod porting guide Author: pt11070 PostPosted: Fri Feb 28, 2014 4:18 am
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Contemplating maybe doing a Anzio mod, or even porting the Ortona, once it is finished by Pete and Buck, to newer CC. I am still in do I really wanna mess with it phase. I like the no strategic map idea of GtC since it would work well will limited progression of both Ortona and Anzio. I am definitely not clear with what I want at this point, just trying to understand how things are with CC after 10 year absence.

#4: Re: Mod porting guide Author: platoon_michaelLocation: Right behind you PostPosted: Fri Feb 28, 2014 11:54 am
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An Anzio or Monte Cassino Mod would probably be very welcomed.

I could probably suggest maps from CCIV Kreta but don't have the permission to say do so.
I believe that Aetius cut the maps down to make as many as possible for his CCIV Kreta Mod but have no idea if the full size maps are still available to download.

Just thinking out loud here but if one was to use LSA could one in theory have the monastery  intact then use the blown bridge option to destroy it?

#5: Re: Mod porting guide Author: pt11070 PostPosted: Fri Feb 28, 2014 4:43 pm
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Map making part is fun for me. I would probably draw the maps myself from scratch. I have Phooshop but nothing else. I would need to collect all the textures and brushes. I was reading some posts you made about the carthographer site. Pretty ovwherwelmiing.

The destruction of the monastery would be worth it. Anzio maps should be even simpler then Ortona since the terrain is flat and barren. Maybe 20 maps. Operation was very limited. Most of the stuff happened on one road three - four miles in length.  That would be perfect for lenear nature of GtC. As I understand it it will be without strategic map similar to CC III.

I need a creative outlet and it seems map making would be it.
Pt

#6: Re: Mod porting guide Author: platoon_michaelLocation: Right behind you PostPosted: Fri Mar 21, 2014 10:24 pm
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After further review it looks like I was worng about the Data.

I cant remember how I converted VETBoB to WAR now.

When you extract the files from CCV the Teams pages for example have more rows than the current version of WAR.
What/How does one correct that?

And is there any others?

#7: Re: Mod porting guide Author: TejszdLocation: Canada PostPosted: Sat Mar 22, 2014 1:36 am
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I have some notes around for Meuse but not all organized in one spot so as you hit stuff you can ask and I might be able to help....

#8: Re: Mod porting guide Author: UberdaveLocation: Kansas, USA PostPosted: Thu Nov 06, 2014 8:23 am
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I'd love to see a summary of how to port CC5 to TLD. Would make it easy for others.

Data
Graphics
Terrain
Sound
Maps
etc

#9: Re: Mod porting guide Author: TejszdLocation: Canada PostPosted: Thu Nov 06, 2014 8:34 am
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Here are my notes on converting data files from CC5 to WAR/TLD:

Data\Base
Open all adb files in Qclone and go File Export Tab delimited for each file to export the data to .txt files

Nations.txt (New File)
– Add nations as required to use additional name and voice files

Campaign.txt (New File)
– Set campaign duration, support, weather, etc.
– Use Mafii’s RtBTool v2.23 or newer to export Artillery and Naval support from the CC5.exe to Campaign-SuppMiss.txt then copy the data to campaign.txt

Uniforms.txt (New File)
– Use Mafii’s RtBTool v2.23 or newer to export uniform data from the CC5.exe to uniforms.txt

AlsTeams
– Open the exported txt version of the file in Excel
– Change nation number by team to match the entry in nations.txt (the 1st entry equals 0)
– Delete the column titles in row 1 (but not the row)
– Go to the bottom of the class column to see the last number
– Go to cell A1, enter the highest class number + 1 in to the cell
– Save as alsteams.txt
– Change team style as required based on Uniforms.txt as anything above 3 can no longer be used. Not doing this can get you wrong nation or blank rank images.

GeTeams
– Open the exported txt version of the file in Excel
– Change nation number by team to match the entry in nations.txt (the 1st entry equals 0)
– Delete the column titles in row 1 (but not the row)
– Go to the bottom of the class column to see the last number
– Go to cell A1, enter the highest class number + 1 in to the cell
– Save as axsteams.txt
– Change team style as required based on Uniforms.txt as anything above 3 can no longer be used. Not doing this can get you wrong nation or blank rank images.

Bgroups
– Open the exported txt version of the file in Excel
– Select the column D (Nationality), then cut and then Insert Cut Cells into column C
– Select the column AA (Forcepool), then cut and then Insert Cut Cells into column D
– Select the column AA (BGicon), then cut and then Insert Cut Cells into column G
– Insert a new column H, this column is where you enter the number of times a BG can reinforce (0 to ?)
– Select the column X (Rank/Name), then cut and then Insert Cut Cells into column I
– Select the column AA (Aggression), then cut and then Insert Cut Cells into column J
– Select the column AA (Caution), then cut and then Insert Cut Cells into column K
– Select the column AA (Charisma), then cut and then Insert Cut Cells into column L
– Select the column AB (Tactics), then cut and then Insert Cut Cells into column M
– Scroll row 57 (should be class 55, boot camp BG’s which are now in a separate file) and press shift, Ctrl and End together to select all data from class 55 to the end of the file, then Delete shift cells left.
– Edit BG Nationality in Column C for the Side = 0 (Allied) or 1 (Axis) if required
– Delete the column titles in row 1 (but not the row)
– Go to the bottom of the index column to see the last number
– Go to cell A1, enter the highest index number + 1 in to the cell
– Save as bgroups.txt

Elements.txt
– Open the exported txt version of the file in Excel delete the column titles in row 1
– Highlight/Select columns AB to AQ and then Edit Replace FALSE to 0 and TRUE to 1 using Replace All
– Go to the bottom to see how many rows of data are in the file
– Go to cell A1 enter the number rows minus 1 in to the cell
– Save as elements.txt

Fpools
– Open the exported txt version of the file in Excel
– Select all data and then sort by class, date and difficulty (by default each sort item should ascending and header row should be selected)
– Select column E (Difficulty), then cut and then Insert Cut Cells into column D
– Scroll row 6877 (should be class 55, boot camp BG’s which are now in a separate file) and press shift, Ctrl and End together to select all data from class 55 to the end of the file, then Delete shift cells left.
– Where each Class/BG starts insert a row
– Below each blank inserted row Select the class #, BG name and nationality # (single row), then Cut and then Paste into the blank row in column D (Difficulty)
– Edit BG Nationality in Column F for the Side = 0 (Allied) or 1 (Axis) if required
– Write down the last BG number in the mod, usually 54
– Go to cell D1, enter the highest class number + 1 in to the cell
– Go to cell E1 and delete the column titles in row 1 to cell CQ1
– Select columns A (Class), B (Name) and C (Nationality) and then Delete shift cells left
– Delete columns AQ to CN
– Save as fpool.txt

soldiers.txt
– Open the exported txt version of the file in Excel delete the column titles in row 1
– Go to the bottom of the class column to see the last number
– Go to cell A1, enter the highest class number + 1 in to the cell
– Save as soldiers.txt

vehicles.txt
– Open the exported txt version of the file in Excel delete the column titles in row 1
– Change nation number by team to match the entry in nations.txt (the 1st entry equals 0)
– Go to the bottom of the class column to see the last number
– Go to cell A1, enter the highest class number + 1 in to the cell
– Save as vehicles.txt

weapons.txt
– Open the exported txt version of the file in Excel delete the column titles in row 1
– Highlight/Select columns S to Y and then Edit Replace FALSE to 0 and TRUE to 1 using Replace All
– Go to the bottom of the class column to see the last number
– Go to cell A1, enter the highest class number + 1 in to the cell
– Save as weapons.txt

#10: Re: Mod porting guide Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Nov 07, 2014 1:57 pm
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Thanks for sharing your notes Tejszd! Very useful indeed.

#11: Re: Mod porting guide Author: DAK_Legion PostPosted: Fri Nov 07, 2014 3:11 pm
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Good post TEJSZD;)

#12: Re: Mod porting guide Author: UberdaveLocation: Kansas, USA PostPosted: Fri Nov 07, 2014 9:17 pm
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Awesome post! Thanks for the summary, this will help a lot.

#13: Re: Mod porting guide Author: UberdaveLocation: Kansas, USA PostPosted: Fri Nov 07, 2014 9:19 pm
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So I'm assuming (haven't tried it yet), that the graphics and sound files are simply cut & paste jobs?  Same with maps...are the CC5 map files compatible with TLD?

#14: Re: Mod porting guide Author: DAK_Legion PostPosted: Fri Nov 07, 2014 10:47 pm
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Yes uberdave!



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