Posted: Mon Nov 20, 2006 7:11 am Post subject: starting a mod....all general help/tips plz...
Hi all,
me names tack, and i been playing this dam game called close combat for over 10 years, ive tried neally every mod, and played neally every map made for cc(cc1/2/3/4/5/ccm3/4/5/raf/ftf/rtb/cc3 rebuild).
thing is, i aint every really tried to make a mod.
i have dabbed in data modifying,but the fatal crashes got to me lol.
i tried to paint tanks for lordy, but i got lost in it, and failed misurably.
my goal:
to make a sub mod for der kessell/stalingrad,maybe called'real pictures'(joke) lol
i want to get maps looking like google earth,hi quality(re cc3 vietman mod cc3,the hill map with cliffs/small OP point in centre). IT will be small, just 3/6 maps to start, and cc2/3 size.
then make pretty pictures,like GJS network screen(unit picking pictures) but then here comes the hard part, top down pictures of tanks/guns/vehicles.
i know lordy had heaps of trouble finding a M18 hellcat,i got buckleys,ill have to do major searches, mostly recon photos i think.
help i want.
list of tools to download to start with.
i will start in this order:
a) paint/pictures of tanks/vehicles.
b) data
c) maps.
theatre: kursk 1943.
Posted: Mon Nov 20, 2006 8:07 am Post subject: mmm
thats one hell of a way to come out of retirement! :drink2
but over the years ive recalled u saying 1 thing.
and thats to make a cc5 real red version.
much more do-able for a first attempt as it exists
and just needs to be converted to CC5
by some1 with a love for the russian front.
that b u!
Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
Posted: Mon Nov 20, 2006 9:54 am Post subject: Re: starting a mod....all general help/tips plz...
ANZAC_Tack wrote:
to make a sub mod for der kessell/stalingrad,maybe called'real pictures'(joke) lol
Hi,
I don’t really understand what you mean…
If there is something wrong in SDK (at least to your point of vue), I would prefer to have it clearly mentioned.
Regarding a possible Kursk mod, I know that Waldanger is currently working on it. I could be a good thing to contact him before beginning anything from your side.
Posted: Mon Nov 20, 2006 9:54 am Post subject: Re: starting a mod....all general help/tips plz...
ANZAC_Tack wrote:
to make a sub mod for der kessell/stalingrad,maybe called'real pictures'(joke) lol
Hi,
I don’t really understand what you mean…
If there is something wrong in SDK (at least to your point of vue), I would prefer to have it clearly mentioned.
Regarding a possible Kursk mod, I know that Waldanger is currently working on it. I could be a good thing to contact him before beginning anything from your side.
Posted: Tue Nov 21, 2006 4:42 am Post subject: yes
lordy, i think i will contact the guy doing kursk, maybe just add some imput to his for a starter.
yes i basically want RR0822 in CCV.
der kessell and stalingrad rock! but there are many things, some small, some missing i would like to see.
including a larger scope like cc3(the rebuild by simtek adds a new GC thats over less time) I love the spring 1943 to summer 1945 timeframe. with all season maps. i've already thought of doing 4 seperate plugins for diferent seasons(swaps maps and files for historical accuracy) this would limit it to 1 year.i could have a spring/summer and autumn/winter set. bring it down to 2, like having kessell and stalingrad.
after recently playing CCIII rebuild and CCIII RR0822 again for hundrens of hours(why im not on gamespy)
i sort of quit CCV,mainly GJSv44 long term.(after playing gjs for almost a year non stop)
Unfortunatly when my computer burnt up(and I mean with smoke and every thing)all my work was lost.Despite what some said I still think it's doable and have thought about prehaps starting over but if I did it would be aways down the road.
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