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wallach79

Rep: 29.5


PostPosted: Sat Sep 19, 2009 9:26 pm Post subject: Modding a map in Wacht am Rhein Reply with quote

I'm not a great modder.  What I managed to do until now is just data modding but graphics and maps especially are something virgin for me. Smile No, I do not want to create new maps, I just respect the guys who do that because I heard it takes a lot of work and time. But playing Wacht am Rhein I discovered that on Malmedy map there is a bug when playing with AI: the banks of the river are so closed on one area that the AI tends to cross the river but there it is DEEP WATER element. So I need to replace "deep water" with "shallow water" in that area. If you could tell me the steps and the tools needed I would be gratefull. Wink
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southern_land

Rep: 155.2
votes: 14


PostPosted: Sat Sep 19, 2009 10:14 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

Grab 5CC (I think the newest verions is here) load up the map and all associated files.  Change the region of elements from deep to shallow save the txt file.  You should probably generate a new LOS though for a water to water exchange it's probably not nessecary.

bear in mind this will throw up issues if you try to play H2H I think
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wallach79

Rep: 29.5


PostPosted: Sun Sep 20, 2009 12:43 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

Thanks mate ! It works.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Sun Sep 20, 2009 12:52 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

You may come across this problem a few more times.
I suggest having 2 map folders.
One for the AI with little or no Deep Water and One for H2H with originally codded maps.
A Steep Slope can also sometimes cause problems for the AI.
Always back up your originals before editing.
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wallach79

Rep: 29.5


PostPosted: Sun Sep 20, 2009 8:13 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

platoon_michael wrote (View Post):
You may come across this problem a few more times.
I suggest having 2 map folders.
One for the AI with little or no Deep Water and One for H2H with originally codded maps.
A Steep Slope can also sometimes cause problems for the AI.
Always back up your originals before editing.

Yeah, that's a good idea. The Ardennes terain was historically difficult but we could do the maps a little bit easier to cross given the "smart" CC AI.
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RD_TG_Jager

Rep: 24.5


PostPosted: Tue Dec 22, 2009 6:41 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

Was there not a guide to painting CC maps using Adobe Photo Shop. I remember looking at these around 2003, I think southernland wrote the manual. Are there updated documents on using these tools?
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schrecken

Rep: 195
votes: 15


PostPosted: Tue Dec 22, 2009 7:28 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

http://closecombat.matrixgames.com/ClassicCC/MapMaking/index.html



http://closecombat.matrixgames.com/ClassicCC/dodamtutorials/index.html
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RD_TG_Jager

Rep: 24.5


PostPosted: Tue Dec 22, 2009 7:35 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

TYVM
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yuma

Rep: 11.6


PostPosted: Wed Dec 23, 2009 7:54 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

Does 3C work with maps from WAR and TLD?
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schrecken

Rep: 195
votes: 15


PostPosted: Wed Dec 23, 2009 8:06 pm Post subject: Re: Modding a map in Wacht am Rhein Reply with quote

3c can do everything except create a LOS file.

It can't handle the large number of elements available.
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Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> Modding Workshop


 
   
 


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