Afghan mod and CCMT UI update
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#1: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Mon Aug 29, 2016 1:58 am
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Working on and off on a Soviet-Afghan war mod.

In the process I will update CCMTs user interface.



MainScreen CCMT Afganistan.jpg
 Description:
Working to update the UI of CCMT
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MainScreen CCMT Afganistan.jpg



#2: Re: Afghan mod and CCMT UI update Author: DAK_Legion PostPosted: Mon Aug 29, 2016 2:05 am
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The CCMT database for LSA for faster mod;)

#3: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sat Sep 03, 2016 7:00 pm
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Command screen


UO0006.jpg
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Command
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UO0006.jpg



#4: Re: Afghan mod and CCMT UI update Author: ke_mechial PostPosted: Sun Sep 04, 2016 3:55 pm
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Very nice  Very Happy

#5: Re: Afghan mod and CCMT UI update Author: Ivan_Zaitzev PostPosted: Tue Sep 06, 2016 7:34 am
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It's a really interesting conflict. I have been playing the Combat Mission game lately and even if outdated, it's quite fun.
Good luck with your mod.

#6: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Tue Sep 06, 2016 7:10 pm
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Thanks guys!
I have played Combat mission Afghanistan too and it ok, but the gameplay in the CM games does not fit me too well.
I also bought the 9th company game "Roots of Terror" on a Steam sale. Its an OK portrayal of the Soviet-Afghan war too.

#7: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Wed Sep 07, 2016 1:21 am
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Battlegroup screen and Soldier screen done.


Battlegroup.jpg
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Battlegroup
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Battlegroup.jpg



Soldier.jpg
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Soldier
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Soldier.jpg



#8: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Fri Sep 09, 2016 8:46 pm
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map detail screen


UO0002.jpg
 Description:
Map detail
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UO0002.jpg



#9: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Thu Nov 17, 2016 3:51 am
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A new BTR-70 that I might eventually use in this mod.


BTR-70.png
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BTR-70
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BTR-70.png



#10: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Mon Nov 28, 2016 11:40 pm
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Map selection screen update.


Map selection.png
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Map selection.png



#11: Re: Afghan mod and CCMT UI update Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Nov 30, 2016 11:55 pm
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Definitely better than the original. I am hoping you are going to use smaller maps in your mod because I don't like playing on the oversized maps in CCMT.

#12: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Thu Dec 01, 2016 12:08 am
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Thanks Pete. My first thought regarding maps was to use existing maps or make cut-down smaller ones. However lately I have been thinking of making a few completely new maps for the mod or even convert existing European maps to an Afghan scenario.

What I think would be cool scenario wise would be groups of scenarios forming kind of a campaign around a situation and timeline relevant for the 1979-89 war.

#13: Re: Afghan mod and CCMT UI update Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Dec 01, 2016 2:39 am
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ScnelleMeyer wrote (View Post):
What I think would be cool scenario wise would be groups of scenarios forming kind of a campaign around a situation and timeline relevant for the 1979-89 war.
Yeah, that would be cool but would be better if you could somehow track your progress.

#14: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Thu Dec 01, 2016 3:03 am
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Yes, I agree and my intention with these "linked" scenarios is to set up goals that must be accomplished during the mission to "Qualify" for the next smission.
These can be a limit to own troops losses, enemy KIAs, a one or more spesific VLs taken or held, a supply coloumn that must reach its destination etc.

#15: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Tue Dec 06, 2016 1:50 am
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Loading- and Map Info screen.


Map Info scrn.png
 Description:
This screen took me a lot of time...
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Map Info scrn.png



Loading screen v1.png
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Loading screen v1.png



#16: Re: Afghan mod and CCMT UI update Author: Antony_nz PostPosted: Mon Dec 12, 2016 11:36 am
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ScnelleMeyer wrote (View Post):
Yes, I agree and my intention with these "linked" scenarios is to set up goals that must be accomplished during the mission to "Qualify" for the next smission.
These can be a limit to own troops losses, enemy KIAs, a one or more spesific VLs taken or held, a supply coloumn that must reach its destination etc.


This sounds so cool man.
Show me more pictures! This makes me want to get CCMT!

#17: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Mon Dec 12, 2016 11:15 pm
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Thanks for the feedback Anthony! - Glad you like the idea and the progress so far.

CCMT is single battles only, meaning you wont fight with the same soldier twice. - I still think the battles can be linked by storyline, and mission orders to create a feeling of progression through a kind of campaign.

CCMT has a lot of cool features and when modded it plays really well and is fun too. For 19.99 on the Matrix Xmas sale you can't go wrong IMO.

Close Combat Afghanistan needs more development still, but I will try to post some more teaser pics as I go along. - Graphics wise I think teams icons will be up next on my list.

#18: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Tue Dec 13, 2016 2:29 am
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Team icon testing.


ICON TEST V1.png
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Icons v1
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ICON TEST V1.png



#19: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Thu Dec 15, 2016 4:19 am
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DRA (Democratic Republic of Afghanistan) Icons.

What does people think about this style of team icons?



DRA Counters.png
 Description:
Testing
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DRA Counters.png



#20: Re: Afghan mod and CCMT UI update Author: Zep PostPosted: Thu Dec 15, 2016 4:36 am
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imo..They look good Smile

#21: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Fri Dec 16, 2016 4:02 am
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Good to hear Zep! - I am trying to improve as I go forward, so all feedback is good.

#22: Re: Afghan mod and CCMT UI update Author: Zep PostPosted: Fri Dec 16, 2016 9:35 am
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Cool. Cool Thank you for your work! Very Happy

#23: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sun Dec 18, 2016 11:40 pm
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Total remake of all in-game graphics for CCMT Soviet-Afghan mod.


Team panels.png
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All text labels edited
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Team panels.png



Re-make of ingame graphics.png
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Battle start
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Re-make of ingame graphics.png



#24: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Mon Jan 16, 2017 5:38 am
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Still working on the Afghanistan mod - vehicles and a bit of icon testing these days, as I got fed up by editing team data.

For the vehicles I am going for paint schemes as close as I can get them to what was used in Afghan at the time. In the pic is a test with coloured team icons and an updated BRDM-2. Its scaled at 10pix pr meter and turned out to be awfully long... - It was based on a 3D model and measurements from Wikipedia... so I will see how larger vehicles in the mod turn out before adjusting it.
- I could need some feedback on the camo patterns and vehicles - good and bad. - 2 versions of each is because I tried to put in some fading and weathering to see how that would turn out.



Collection and icon test.png
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Camo vehicles
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Collection and icon test.png



#25: Re: Afghan mod and CCMT UI update Author: ke_mechial PostPosted: Tue Jan 17, 2017 2:33 pm
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ScnelleMeyer wrote (View Post):
DRA (Democratic Republic of Afghanistan) Icons.

What does people think about this style of team icons?


I like them more. They look more realistic. I think this style was first implemented in CC: TLD. I had liked it then.

I also liked the color schemes of the in-game vehicles. Excellent!  Very Happy

#26: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Tue Jan 17, 2017 9:24 pm
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Thanks for the feedback ke_mechial!

-Those who speak shall be heard!
Quote: Myself Smile

#27: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Wed Aug 28, 2019 6:39 pm
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For me its probably best to start out with really small maps - Here I just just snapped a quite random Google image of some place in Afghanistan. Drawing very roughly over the image - It doesnt have to be accurate at all - I am not trying to copy some real life place. Just having fun and seeing where it leads.


Google map overdraw AFA.jpg
 Description:
Random mapping
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Google map overdraw AFA.jpg



#28: Re: Afghan mod and CCMT UI update Author: Pzt_KanovLocation: México PostPosted: Fri Aug 30, 2019 3:46 am
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Looking good!

#29: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sun Sep 01, 2019 7:34 pm
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Thanks Kanov.

I have worked some more on it. - Trying to find a good workflow between 2D and 3D programs.
Also testiing what textures work best together and what parametres to use for the different layers etc..

Feedback welcome - Especially tips for improvement.



3d work.png
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Blender for shadows rendering
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3d work.png



Google map overdraw AFA v4.jpg
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WIP
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Google map overdraw AFA v4.jpg



#30: Re: Afghan mod and CCMT UI update Author: JFFulcrum PostPosted: Mon Sep 02, 2019 5:51 pm
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Quote:
MainScreen CCMT Afganistan.jpg

On this photo some soldiers are in non-uniform shoes. That was a popular 'field legend', that sportswear gives better chances to survive in case of step on landmine. Guess that landmines didn't actually cared about your footwear...

#31: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Mon Sep 02, 2019 10:13 pm
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Were you in Afghan with the Soviet Spetznas during the 80's and picked up the "legend" over there JFFulcrum?

#32: Re: Afghan mod and CCMT UI update Author: JFFulcrum PostPosted: Tue Sep 03, 2019 9:54 am
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No, i`m was too young that times, but listened those who came from that war (unlike many others...most of my age treated them as loosers, who cannot avoid the conscription). Actually, you cannot outrun the mine - Chinese 'type 69' landmine, mostly used against soviet troops there, had trigger with 1/200 second performance - blast was immediate after step on.

#33: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Tue Sep 03, 2019 1:07 pm
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Must have been interesting to be able to speak to those veterans JFFulcrum. However I find it very unlikely that the training standards in the VDV and Spetznas was so low that they wasnt tought about how anti-personell mines and detonators work.
In the Soviet times this would probably be something covered during basic training for any recruit.

A much more logical and plausible explanation for wearing sports shoes is the fact that the regular issued boots was found to be too heavy, warm and unsuitable for the conditions and terrain encountered in Afghanistan.

#34: Re: Afghan mod and CCMT UI update Author: JFFulcrum PostPosted: Tue Sep 03, 2019 5:24 pm
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The legend had real roots from WWII/GPW experience, when German S-mines actually HAD 4.5s delay after triggering - worthy amount of time to run away (or at least reduce damage received). And WWII-era studying was notable part of training.

Considering quality of outfit - yes, that was an issue, but unlikely such cheap, Indian-made sport shoes was suitable for rough, rocky Afghan land. Take a look at their opponents - unlikely you will find mujahid in such 'sneakers' - mostly that was a half-open, mid-sole shoes. Spetsnaz quickly starts to mimic enemy`s tactic and assets, especially during and after 'Caravan wars' since 83, so they will use same shoes instead. Some sources cite that Polish-made sportwear was used for a time by GRU, but most preferred by soldiers was an 'experimental' soviet-made polyurethane-sole boots.

Also, when talking about GRU Spetsnaz in Afghanistan, often loose some key factors:

- That was their first real war involvement (VDV also had limited after-WWII experience, mostly related to actions in Hungary and Czechoslovakia)
- They was mostly a selected, yes, but conscripts, with just a year of service
- For Afghan campaign, Spetsnaz participated from 15th dedicated brigade. Such brigades was 'cadre' units, created with intention to form a irregular resistance on enemy occupied territories in case of massive invasion.  For Afghan campaign, brigade was quickly equipped using reserves draft and attached units from other formations.

So, at least for first years of war, their level was not so great, and legend had enough space in soldier`s minds.

#35: Re: Afghan mod and CCMT UI update Author: Badger22 PostPosted: Tue Sep 17, 2019 4:10 pm
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Didn't the GRU also do some "fun stuff" in Africa before? In Angola, Mozambique, Ethiopia? And I'm fairly sure the Soviet VDV were involved in Ethiopia in the 70s as well.

#36: Re: Afghan mod and CCMT UI update Author: JFFulcrum PostPosted: Thu Sep 19, 2019 9:21 pm
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Badger22 wrote (View Post):
Didn't the GRU also do some "fun stuff" in Africa before? In Angola, Mozambique, Ethiopia? And I'm fairly sure the Soviet VDV were involved in Ethiopia in the 70s as well.


That`s popular mistake in Soviet studies. Support for 'friendly' regimes, by military advisors and regular units, was not GRU (4th 'upravlenie'/directorate) area, but other Soviet General Staff part, 10th 'upravlenie'/directorate, GU MVS. Legend about VDV deployment in Ethiopia comes from first chief military advisor in country, VDV general P.Chaplygin, and from fact that some VDV equipment was donated to Ethiopia military. For example, when pro-Somalian forces captured several soviet soldiers and officers in 1978, nearly all of them was from rear support - drivers, radio operators, medics, even finance staff (all of them was later executed in Somalia). Most battlefiled duties was done by Cuban forces.

The only regular Soviet units directly involved was from Navy - especially in Ethiopia (during conflict with Eritrea secession, including amphibious assault at Massawa and several clashes in sea with Eritrean fleet) and in Angola (where Soviet ships was a target for South Africa frogmens and, still unconfirmed, the only underwater fight between soviet and SA combat divers had place).

#37: Re: Afghan mod and CCMT UI update Author: Badger22 PostPosted: Fri Sep 27, 2019 2:12 pm
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Oh, thanks, that's awesome, sources on this topic are murky at best, even in Russian. But well, much of it must still be under the seal of secrecy, so we mere mortals won't know before a couple decades, if that is ever declassified some day!
But yeah, after some extra research, the BMD/ASU-ùounted air assault unit was Cuban, and only used Soviet kit.

#38: Re: Afghan mod and CCMT UI update Author: JFFulcrum PostPosted: Fri Sep 27, 2019 5:22 pm
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Quote:
But well, much of it must still be under the seal of secrecy, so we mere mortals won't know before a couple decades, if that is ever declassified some day!

Right now Russia returned to Africa, with mirages of russian soldiers seems to be everywhere, according to US. This may outcome in greater secrecy, to conceal current operations, but may lead to some leaks and whistleblowing about past, useful for information war.

#39: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Fri Aug 04, 2023 7:22 pm
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Nice work scnelleMeyer

If you need a user to test your Afghan mod, I am ready Wink

#40: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Fri Aug 04, 2023 7:55 pm
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Thanks, but it needs more work Stratweg.

#41: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Sat Aug 05, 2023 12:39 am
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One question, please : I saw in page 1 of this thread you modded images of interface (screens, etc).

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=11346&postdays=0&postorder=asc&start=0
 
How did you do that ? (with a special tool ?)

#42: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sat Aug 05, 2023 6:29 am
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Unpack the CCImages.pix and Screengadg.gdg files with RTB tool - Thats where all the UI graphics reside. Then use a graphics editor program to edit them of course.

#43: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Sat Aug 05, 2023 7:00 am
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Ok, thanks Wink

#44: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Sun Oct 29, 2023 12:42 am
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Anotyher question, please : I see heure


and here :

that interface buttons of CCMT seems positionned in your mod on different way in comparisson of vanilla ccmt.

Is it due to a old version of the game (your image dates from 2016) or did you have used a specific tool to modify the button structure and buttons placement ?

#45: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sun Oct 29, 2023 8:32 am
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I used the RTB tool v2.39 to edit the position of different screen gadgets. -the coordinates and data resides in the .exe file. This will not work on the current version of the game as the .exe has been changed and the rtb tool has not been updated to the new adresses of the .exe. - RtB tool can handle up to CCMT .exe 2007.12.12.1

#46: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Sun Oct 29, 2023 9:07 am
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Ok, thanks for infos. The UI you made seems to have a better look than vanilla (more "modern wargame"" )

#47: Re: Afghan mod and CCMT UI update Author: ScnelleMeyer PostPosted: Sun Oct 29, 2023 11:26 am
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Thank you stratweg, - It was my goal to make it more "modern" looking and adapted to an Afghan/Middle East setting. If we ask Mafi - he might be able to update the tool ...

#48: Re: Afghan mod and CCMT UI update Author: stratwegLocation: France PostPosted: Tue Oct 31, 2023 10:53 am
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Anotjer question, please : had you collected some "afghan" maps (desert or similar maps) for your mod ? In this case, would be great to get them Wink



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