Mods & Grand Campaigns
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Close Combat Series -> Close Combat Cross of Iron

#101: Re: Converting CC3 Mods to COI Author: thumb PostPosted: Sat May 26, 2012 2:31 pm
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Dunno what email app youre using but you might try a file upload site (200mb/file limit).

#102: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Sat May 26, 2012 7:10 pm
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@Thumb

Thanks, I looked at that site tho and noted that it somehow doesn't permit me to retrieve files.

I guess I'm looking for recommendations on decent free upload sites...

#103: Re: Converting CC3 Mods to COI Author: thumb PostPosted: Sat May 26, 2012 11:12 pm
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'retrieve' = delete?

Mebbe yousendit.

Seen Joe Pike around lately?

- mick  Smile

#104: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Sun May 27, 2012 6:45 am
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he he

I have not spoken to him for years.

Check your pms.

yousendit = good link

#105: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Thu Jun 07, 2012 3:30 am
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For those who are interested in the progress of Guerra Civil Espanola mod upgrade to COI there have a couple of significant developments.

1. the summer / winter uniforms are now no longer an obstacle thanks to Mick.

2. I received direct permission from Zikat to use his maps in CC3/COI format.

So what is still to be done?

1. The nightmare of vehicle and gun shadows is the single worst outstanding task. I will probably need some technical help with this but have a general idea of how to approach it.

I guess once that is done we could just release it, and even if we didn't fix the shadows, and put the thing out today, players will see a noticeably different experience in terms of improved quality between the original GCE CC3 beta and whatever platform we upgrade to (thinking about VoT as well as COI - basically the same mod but on 2 separate platforms)

However there are a few smaller tasks which could be completed and I feel like sharing these with the world, so here goes:

1. A general tidy-up and fine tuning of sounds, graphics and data, correcting wrong entries etc.

2. Perhaps an audit of the gun and vehicle data by someone competent to do that (ie probably not me)

3. Whipping the grand campaign, ops and historical battles (several of which are standalone ops) into a shape completely free of RF scenarios and hopefully not too lame or silly (I get embarrassed looking back at some, well probably most of my own efforts at creating scenarios). NB this has always been a collaborative effort with ppl such as Doramas and MoB contributing scenarios to the original GCE beta, and actually we hope to continue this tradition. So anyone who has knowledge of SCW and might be interested in contributing, please pm me in the next few weeks.

4. We might yet stick an Italian airplane in there to represent the relative merits of the Nationalist versus Republican airforces in their ground attack role. (Ie if we do this, there won't be any Republican planes).

There is a kind of proto Grand Campaign which attempts to walk through 'most' of the war. By which I mean, the advance of the Army of Africa into Pensinsular Spain, and the involvement of the International Brigades up until the Ebro offensives. (Obviously that leaves plenty out.) I got pretty stuck on some some of the ops for this but received fresh inspiration from the efforts of Firefox and CC5 Ebro team and their admirers, you know who you are ;)

A further point which may be of interest, is that we seek to portray a fairly full set of summer and winter uniforms. This is Spain we're talking about.

So by 'winter' of course I mean any weather where it's not boiling hot. Consequently we are looking at the impact on game play of winterising. My bright idea is that most maps will have a summer and winter version. They won't all look different since the only practical difference, in most instances, is the air is a bit cooler so the sprites have to put on a jacket.

My fear is that this is going to screw up the game play for most maps. Since the Republic launched several major operations to coincide with extreme weather, both hot and cold, the effect of all that may also be lost. the But, hey ho, it is only a game.

Anyway it's been 12 years in the making so hopefully we will get a finished product to you all sometime before next century.

Thank you and good night.

#106: Re: Converting CC3 Mods to COI Author: terciooriamendi PostPosted: Fri Jun 08, 2012 1:56 pm
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Thanks for your work Normski. Another SCW mod

#107: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Fri Jun 08, 2012 7:34 pm
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Yeah, soon, hopefully

#108: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Wed Jun 13, 2012 1:51 pm
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SCW Work Fine in enginnering CCIII/VoT


UO0004.jpg
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UO0004.jpg



#109: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Wed Jun 13, 2012 8:53 pm
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Thanks DAK_Legion.

This is the VoT-style  upgrade.

There is much more yet to be released.

#110: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Tue Jun 19, 2012 5:57 pm
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So... who do I release these mods to, when they're finished?

Actually there are 2 of them, the VoT is envisaged as sort of a taster for the COI mod which is still in development.

VoT is pretty much ready for people to play, thanks to DAK_Legion.

#111: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Mon Jul 09, 2012 7:23 pm
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I am currently treading a steady path through that world of misery, known as vehicle shadow editing.  3 guns down and about 30 more guns & vehicles to go. Call this a holiday?

The things we do for our art.

Hurrah! for VehShEdit, without which I'd be staring at field guns with mortar shadows. Now I can stare at my badly drawn field gun shadows instead.

Mustn't grumble  Mr. Green

#112: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Aug 08, 2012 10:28 pm
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It sure would be cool to have a beta port of Panzerjäger II for Cross of Iron!   Cool

#113: Re: Converting CC3 Mods to COI Author: normski- PostPosted: Fri Aug 10, 2012 8:50 pm
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All tanks & artillery shadows done, in a rough kind of way.

Just got armoured cars trucks and a motorbike shadows to do. Should be ready before the earth crashes into the sun.

#114: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Tue Aug 14, 2012 9:24 pm
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US_Brake wrote (View Post):
It sure would be cool to have a beta port of Panzerjäger II for Cross of Iron!   Cool


as always......if time....YOU will have PJII!

#115: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Aug 15, 2012 5:24 am
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Panzerjäger II is one bad ass piece of work in the world of cc3 mods.

#116: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Fri Aug 17, 2012 9:14 pm
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morning I put a direct link.................Wink

#117: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Sat Aug 18, 2012 2:32 pm
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Hi Brake;)

you have received a ..................................;)


http://www.4shared.com/zip/By2GO0PW/PJII.html

#118: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Sat Aug 18, 2012 7:46 pm
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Thanks for porting that DAK_Legion! The Cross of Iron players owe you alot!  Exclamation

Looking forward to normski's masterpiece!  Very Happy

#119: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Fri Oct 19, 2012 7:07 pm
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I have been enjoying a few games of PJ II as of late. If you own COI please take the time to download all the mods on page 1 of this thread. Great stuff!

#120: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Fri Oct 19, 2012 8:01 pm
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Hi Brake!

on the first page says...MODS NOT CONVERTED


Somalia Black Hawk Down


I WANT DOWNLOAD LINK FRIEND;)...I WANT CONVERT TO COI

LOL;)



Close Combat Series -> Close Combat Cross of Iron


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