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Official documentation for mapping/moddig and GTC specificities

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat - Gateway to Caen >> Mods and Scenarios >> Official documentation for mapping/moddig and GTC specificities Page: [1]
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Official documentation for mapping/moddig and GTC speci... - 3/10/2017 10:08:54 AM   
buxbux

 

Posts: 9
Joined: 3/10/2017
Status: offline
Hello,

I am a long date CC player and mod user and job is software developper.
I never try to develop something for CC and i would like to try.

I would like to try with last GTC engine and i have questions:

- There is an official/good documentation/how to about mod/map editing ?
- There is specificities about GTC to know during modding/map editing ?

Thank's in advance,
bux.
Post #: 1
RE: Official documentation for mapping/moddig and GTC s... - 3/11/2017 6:17:30 PM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
Status: offline
You need these 3 tools - Mafi's 5CC mapmaking tool, the PITF/GTC workbook to understand the game's /Data/Base/ files, and the CCMunger tool to unpack/repack the /Graphics/ files.

5CC includes a fair amount of documentation on map making/editing in its Help tab. AFAIK there exists no comprehensive documentation on data or graphics editing. However, in addition to Matrix's various CC pages, the CCS and CSO websites offer a wealth of task-specific modding information dating back well over a decade.

(in reply to buxbux)
Post #: 2
RE: Official documentation for mapping/moddig and GTC s... - 3/13/2017 7:43:22 PM   
buxbux

 

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Joined: 3/10/2017
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Thank you a lot for these links and advices ! I replaced a map (Map05) with fresh created map (replaces Map05* files and adapted Map05.btd file) with success. Now i'm searching way to create a "standalone" map (playable with in "Battle" part for exemple).

(in reply to mickxe5)
Post #: 3
RE: Official documentation for mapping/moddig and GTC s... - 3/14/2017 10:04:48 AM   
mickxe5

 

Posts: 458
Joined: 4/9/2016
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While it may technically be possible to use a 'stand alone' map in GtC (ie. Map30.*), at a minimum that would require creating a scenario file for that map via hex editing an existing scenario file since the stand alone map wouldnt be available in the game's Editor. If you wanted to make that stand alone map available in the game Editor, in addition to adding it to /Maps/Stratmap.txt you would need to mod the game Editor UI.

Use the CCMunger tool to unpack /Graphics/Scrngadg.gdg which contains most of the graphic components to the game's UI. In ScrnGadg.gdg you'll find the Medium_Campaign_Map_000 which is the strategic map version used in the Editor, and the DESTRATMAP30_00x series of images (leftover from PITF which had 36 maps) pertaining to the map control overlays the Editor would use for a new, stand alone Map30. GIMP is the image tool I use to modify the constituent .tga files in the unpacked /Graphics/* files.

< Message edited by mickxe5 -- 3/14/2017 10:07:33 AM >

(in reply to buxbux)
Post #: 4
RE: Official documentation for mapping/moddig and GTC s... - 3/14/2017 10:55:32 PM   
SteveMcClaire

 

Posts: 4472
Joined: 11/19/2007
Status: offline
Maps in Gateway to Caen are tied into the strategic map, so you can't really have a 'stand alone' map that is not part of the data for the campaign's strat map. You'd need to add your map to the campaign system as well. Hex editing a scenario file is unlikely to work, but you can certainly try that if you want.

Steve

(in reply to mickxe5)
Post #: 5
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