GtC maps in CCMT
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Close Combat Series -> Close Combat Modern Tactics

#1: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Thu Jul 23, 2015 10:39 pm
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GtC maps scaled to 5 pixels pr meter scale and made square with Mafi's 5CC.


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#2: Re: GtC maps in CCMT Author: Stwa PostPosted: Fri Jul 24, 2015 6:16 am
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Most excellent.  Exclamation

#3: Re: GtC maps in CCMT Author: Pzt_KanovLocation: México PostPosted: Fri Jul 24, 2015 8:35 am
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Pretty cool.

What mod are you using btw?

#4: Re: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Fri Jul 24, 2015 12:08 pm
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Thanks guys.

Its the COI to CCMT mod I have been using on the screens.

I need to get it out there very soon for everyone to enjoy.

#5: Re: GtC maps in CCMT Author: Pzt_KanovLocation: México PostPosted: Fri Jul 24, 2015 4:17 pm
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Do you think that mod could work with another stepchild of CCM that is available for download (RAF rgt, CCM 4, AT etc etc)?

#6: Re: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Fri Jul 24, 2015 5:24 pm
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I havent looked into that, but from what I understand one could adapt a CCMT mod or even CCMT itself to any of those platforms you mention without too much problem.

There is bound to be some changes in both data and graphics that will need tweaking though.

#7: Re: GtC maps in CCMT Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Jul 24, 2015 6:41 pm
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ScnelleMeyer wrote (View Post):
GtC maps scaled to 5 pixels pr meter scale and made square with Mafi's 5CC.


Why would you make them square?

#8: Re: GtC maps in CCMT Author: Stwa PostPosted: Fri Jul 24, 2015 6:51 pm
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Pete wrote (View Post):
Why would you make them square?


Because CCMT requires that each map be square.

#9: Re: GtC maps in CCMT Author: PeteLocation: Nijmegen, Netherlands PostPosted: Fri Jul 24, 2015 7:05 pm
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Stwa wrote (View Post):
Pete wrote (View Post):
Why would you make them square?


Because CCMT requires that each map be square.


Thanks. That is unusual. Could this be because, being a training tool, the maps are made to be useful from all angles.

So, rectangular maps will cause a CTD?

#10: Re: GtC maps in CCMT Author: Pzt_CrackwiseLocation: Switzerland PostPosted: Fri Jul 24, 2015 7:13 pm
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Great job! Looks perfect! Smile

#11: Re: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Fri Jul 24, 2015 10:19 pm
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It gets better. The old trees just looked tired and out of place on those GtC maps.

So I got to work - extracting, rezizing GtC trees and then hunting white pixels for some hours.

You can see in the pictures but I think I now have 74 trees to use on any CCMT map.
The old maps looks a lot fresher too with the resized GtC trees.



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Fancy a picnic in the woods?
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Trees lining up for the attack:)
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The not so peacefull woods
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#12: Re: GtC maps in CCMT Author: Stwa PostPosted: Fri Jul 24, 2015 11:20 pm
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Pete wrote (View Post):
So, rectangular maps will cause a CTD?


No, me thinks it causes a recoverable error, "rectangle provided was invalid".

After you acknowledge the error using the error dialog box that only offers an "OK" button, then the game exits (in a controlled way) to the desktop.

#13: Re: GtC maps in CCMT Author: Pzt_KanovLocation: México PostPosted: Sat Jul 25, 2015 6:17 pm
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ScnelleMeyer wrote (View Post):
It gets better. The old trees just looked tired and out of place on those GtC maps.

So I got to work - extracting, rezizing GtC trees and then hunting white pixels for some hours.

You can see in the pictures but I think I now have 74 trees to use on any CCMT map.
The old maps looks a lot fresher too with the resized GtC trees.


Double awesome!

Can they be used in CC5,cc4, cc3?

#14: Re: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Sat Jul 25, 2015 7:18 pm
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I havent tried Kanov, but I believe you can just change out the trees that CC3-5 have in the "Terrain" file with my modded trees and then repack.

#15: Re: GtC maps in CCMT Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Jul 25, 2015 7:44 pm
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Stwa, in an Ortona mod thread you said something about using the Ortona maps. Did you convert them to CCMT? If so, where can we get them?

#16: Re: GtC maps in CCMT Author: ScnelleMeyer PostPosted: Sat Jul 25, 2015 8:23 pm
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The Ortona maps are masterpieces in my opinion - Great though mod too Pete.

#17: Re: GtC maps in CCMT Author: Stwa PostPosted: Sat Jul 25, 2015 8:27 pm
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Pete wrote (View Post):
Stwa, in an Ortona mod thread you said something about using the Ortona maps. Did you convert them to CCMT? If so, where can we get them?


Yes I did use some of them. They were made square, but of course they did not need to be re-scaled.

I just moved over to a new system this past month, so I will have to check the back-up drive. But, I can always re-make them. It takes no time at all with 5CC. Just a few mouse clicks per map.


Last edited by Stwa on Sat Jul 25, 2015 9:11 pm; edited 1 time in total

#18: Re: GtC maps in CCMT Author: Stwa PostPosted: Sat Jul 25, 2015 8:34 pm
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ScnelleMeyer wrote (View Post):
I havent tried Kanov, but I believe you can just change out the trees that CC3-5 have in the "Terrain" file with my modded trees and then repack.


It is really cool that you scaled the trees as well. That was way beyond the call of duty, IMHO.

There are 10 maps from the Omaha Beach set that would be really cool to upscale for use with GTC. And the beach maps have no trees, or very few trees.

There is other stuff in the terrain file that probably needs to be scaled too. Perhaps the VL flags? The shell holes? Or maybe it is best to just use GTCs terrain file.

But, I personally like what you are doing by scaling maps back to CCMT.

#19: Re: GtC maps in CCMT Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat Jul 25, 2015 9:35 pm
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Stwa wrote (View Post):
Just a few mouse clicks per map.


How about the recoding of the maps? If you want them to work well you will have to recode them , right?

#20: Re: GtC maps in CCMT Author: Stwa PostPosted: Sat Jul 25, 2015 10:22 pm
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Pete wrote (View Post):
How about the recoding of the maps? If you want them to work well you will have to recode them , right?


Do you mean the doors and windows? I have always considered maps with "incomplete coding" substandard. But lots of people DO NOT share that opinion.

Apart from that, the CC5 element table is a subset of the CCMT element table. So, re-coding is not necessary.

If there was any issue, like if you added element codes to the end of the CC5 set, then you make a "translation table" and 5CC can do a bulk replacement (translation) of the codes. Once the trans table is built, translation is just a mouse click.

Me thinks these maps use CC5 element coding. Notice the trees all popped in for the OVM below.



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