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Do incapacitations count as a soldier's kills?

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dj

Rep: 157.5
votes: 9


PostPosted: Wed Dec 05, 2012 3:33 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

+1 for TT make a vet mod for Stalingrad...cool graphics Mike.  That fountain is maybe the most famous image of all-time for the whole East Front campaign.

Where is TT or Dreaded88 these days anyways?  Making graphics for Will Smith movies or the Hobbit part 2?   Very Happy


What will the Revolution Change? - Youth Brigade
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Stwa

Rep: 308.9
votes: 16


PostPosted: Wed Dec 05, 2012 6:27 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

platoon_michael wrote (View Post):
Yea I did that early on and had imposed one image over top the other and found out that the button configuration looked to be different.


I was hoping to use the original UI graphics  and will do so for everything that fits WAR (Strategic Map needs minor adjustments) but it looks like the Main Screen will have to be something new.
I'm kinda leaning towards using The Barmaley fountain,so long as it doesn't interfere with whats being produced for PiFT?
Is anyone interested in lending a hand on that one .tga?  Very Happy


It used to be in CC5 days, the main screen buttons themselves could be relocated using RTB Tool, but the exe file was changed and then had to part of the mod. The update notes for RTB tool as of version 2.21, claims it supports WAR (the CCE.exe).

If true, you can fix it in just a few minutes, without having to fetch new art. The X,Y coordinates for the buttons can be obtained by examining the CC5.exe in the Stalingrad mod, using the Screen Patch feature for the Main Screen. The downside is having to include CCE.exe in any mod, just to support the button changes?

So maybe not a good idea?
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Dima

Rep: 87.3
votes: 16


PostPosted: Wed Dec 05, 2012 7:23 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

Quote:
Things functioned somewhat for infantry vs infantry, but was a disaster in armor vs armor.  Had to revise all data using LSA metrics/worksheet as a base.  Don't know if others found the same to be true.

well, CC5 stock data is a disaster in armor vs armor though the majortiy of CC5 mods are using it Wink.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Wed Dec 05, 2012 7:24 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

I'm not sure if the RTBTool has been updated with the last patch for WAR.
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Dima

Rep: 87.3
votes: 16


PostPosted: Wed Dec 05, 2012 10:37 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

Manoi wrote (View Post):
I will see but it would be surprising if I find anything back! 5 years ago, it is a long time... Wink

wasn't that 7 years ago? Wink
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MF_Church

Rep: 26


PostPosted: Wed Dec 05, 2012 1:21 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

Very pleased!  That you All are come to the 'aid' of cc and each other.

Why?   Somewhere, it was said, that when folks do come together, NOTHING, is impossible for them. (in whatever! they are come together to do!)  Very Happy !

Of course that coming together 'above' was for a not so good thing that isn't the case here.  

So glad!  And CCMT with it's TEN player option is a super foundational rocking game! Plus!!!  :)

:D

Who knows!  Maybe CCMT might go on sale one day ~soon?~ and if promotional $Low-- enuf $$$, we could all get it... and actually try a Historic Game of TEN!  :D

Or... Matrix could continue to build on CCMT with more features and actually have a Super HIT! on their hands worthy of CC series.  :)

Who knows?  Very Happy
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kweniston

Rep: 57.9
votes: 1


PostPosted: Wed Dec 05, 2012 3:56 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

IMHO the community should get the source code of the 2d games after introduction of 3d, so the players could improve and finally make that perfect CC platform for mods. And maybe do something about the AI as well, if it's at all possible.

Looking forward to this mod, in the meantime Smile.
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Stwa

Rep: 308.9
votes: 16


PostPosted: Wed Dec 05, 2012 4:49 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

Muhahahaha  Exclamation

CCMT is on sale now for $19.99.

But as with all CC titles, my suggestion is to wait and get them when they are under $10.00. (i.e. $9.99).  Laughing

Meanwhile back to Mortain.  Arrow
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Stwa

Rep: 308.9
votes: 16


PostPosted: Wed Dec 05, 2012 8:37 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

Pzt_Crackwise wrote (View Post):
Thanks for reminding! CCMT was built to support multiplayer up to what, 6 players? But then I have heard in reality its multiplayer is broken. So why don't we see anything done in terms of more-than-two-player multiplayer in the rereleases? It would be really cool if they actually made a CC which had a multiplayer option like that. Then it would be a new game and be actually worth the 50 bucks they ask now for the damn broken re-releases.


Hi Crackwise,

Are you sure that MP is broken with CCMT?

Because I know we have used it here several years ago, I just cant remember if we used the exe that came with CCMT or the one that came with CC2 Redux.
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Stwa

Rep: 308.9
votes: 16


PostPosted: Thu Dec 06, 2012 2:27 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

I cant tell you all  how disapointed I was that Manoi didn't seem to have any interest in porting Stalingrad to CCMT.  Wink

So me thinks, I might do it. Only I will probably just clone the Germans and give them snappy Russian team names. Just kidding.  Exclamation

There are a few obsolete Russian light tanks in the CC5 vehicle set, so they can use those until I can find a nice T-34.

OMG  Exclamation The fog has lifted near Mortain.  Exclamation  Arrow
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Thu Dec 06, 2012 6:38 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

Pzt_Crackwise wrote (View Post):
Thanks for reminding! CCMT was built to support multiplayer up to what, 6 players? But then I have heard in reality its multiplayer is broken. So why don't we see anything done in terms of more-than-two-player multiplayer in the rereleases? It would be really cool if they actually made a CC which had a multiplayer option like that. Then it would be a new game and be actually worth the 50 bucks they ask now for the damn broken re-releases.


5 vs 5 thus 10 players
There were some stability problems but usually related to one of the players connections rather the exe itself. Also like Stwa said the CC2 redux mod for CCMT actually has a newer exe that was never released that has some fixes in it.
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Thu Dec 06, 2012 9:40 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

I got the Strategic Screen and the Scenario Editor Screen done.
Unfortunately I may put off doing the SEDAY01_000.tga - SEDAY25_003.tga for awhile and go with the stupid/ugly green ones.
Just a little bit more than what I want to do right now.
I also couldn't stay with the Theme of the UI graphics on the Bottom of the Scenario editor Screen by using the Brick lined bottom without having to redo a LOT of graphics so I just went with the Wood effect.
Sorry.

I'm also open to any ideas on the wording for the Mod.
Just seems stupid to me that it says WaR Stalingrad.



strategicscreen.jpg
 Description:
 Filesize:  92.79 KB
 Viewed:  336 Time(s)

strategicscreen.jpg



scenarioeditorscreen.jpg
 Description:
 Filesize:  125.86 KB
 Viewed:  351 Time(s)

scenarioeditorscreen.jpg


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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Thu Dec 06, 2012 1:28 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

Looking good, PM! Keep at it!  Very Happy
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Thu Dec 06, 2012 2:13 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

I have all day today.
Been at it since 2am this morning.
The Images files is done,minus the button problem on the Main Screen.
I'm still hoping someone else wants to do a new Main Screen or that the RTBTool will work?
The ScrnGadg is done.
And currently working on the Gamegadg.
Data is 90% done.

I assume I should be done with importing the strategic map and the debrief screen by days end.

I could however use some help in remembering how to get the uniform colors in a text format.
Seems I've already forgotten that.
:(

P.S.
I'm not drinking today. Smile


Last edited by platoon_michael on Thu Dec 06, 2012 2:27 pm; edited 1 time in total
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platoon_michael

Rep: 56.2
votes: 25


PostPosted: Thu Dec 06, 2012 2:26 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

I could also use any/all help on how you want the Campaign.txt file to be.
As you know this option was not available for CCV.
Here is the one I'll be using so please feel free to help out.

Example's are but not limited to is support.
I have no idea what it should be set at.
Others are Score.
Redirection Chance
etc,etc,
Weather.
I wont be adding any Night Turns unless you want them but this is the most definitive Campaign.txt file for WAR at the moment.
File starts at the # sign.

Thank-You very much.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
#  weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
1
# Axis air resupply minimum (Clear weather only)
1
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
1
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
80
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans:  Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,0,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,1,0,0,0
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,0,0,0,0
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,1,0,0,0
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
0
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
1
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DAK_Legion

Rep: 86.3
votes: 20


PostPosted: Thu Dec 06, 2012 9:07 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

Stwa wrote (View Post):

I cant tell you all  how disapointed I was that Manoi didn't seem to have any interest in porting Stalingrad to CCMT.  Wink

So me thinks, I might do it. Only I will probably just clone the Germans and give them snappy Russian team names. Just kidding.  Exclamation

There are a few obsolete Russian light tanks in the CC5 vehicle set, so they can use those until I can find a nice T-34.

OMG  Exclamation The fog has lifted near Mortain.  Exclamation  Arrow


I try to remember that in the past a port o CC5_Stalingrad to CCMT and I remember that it was not possible(one truth hurts Crying or Very sad )

Another idea would be PORT Real Red,GD or DOF,This really works 100%

While STWA........T-72 OPFOR moving towards PITF!


32-Bits???Uuummmm..Gadgetmunter....open...flip and save in 16 Bits...and WORK FINE!



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heia Safari!!
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Stwa

Rep: 308.9
votes: 16


PostPosted: Fri Dec 07, 2012 1:34 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

DAK_Legion,

You need to stop wasting your excellent modding talents on the silly TLD conversion mods. Let platoon_michael do all the grunt work.  Wink  Laughing  

I suggest you proceed directly to CCMT to PiTF mod.  Wink

However, I do worry about you. All modding and no play is not always a good thing.  Razz
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Fri Dec 07, 2012 4:49 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

Nice find, DAK_Legion!
I tried gadgetmunger without luck...ending up with messed up tga files.
I will try again...thanks for the tip!

Edit: Tried again with no luck...how did you get gadgetmunger to work on the PitF gdg and pix files?



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DAK_Legion

Rep: 86.3
votes: 20


PostPosted: Fri Dec 07, 2012 2:17 pm Post subject: Re: stalingrad for tLD/LSA Reply with quote

For CCImages.pix:

I change all pictures at once

For .gdg:

not know it yet,tomorrow will try to investigate further.

I see the same that you comrade;))bad images as your screenshot


heia Safari!!
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Sat Dec 08, 2012 7:40 am Post subject: Re: stalingrad for tLD/LSA Reply with quote

think some new modding tools are on the way soon...
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