Tutorial on map conversion

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SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

Tutorial on map conversion

Post by SchnelleMeyer »

How to easily convert a "standard" LSA/TLD/WAR CC map to Gateway to Caen or Panthers in the fog.
(And from GTC/PITF to "Standard" map scale)

1. Download 5CC (newest version as of writing is v1.22)

2. We will work on a copy so - Copy the map you want to modify to a seperate folder. In our example its the "Afghanvillage2" map (From CCMT).

3. Open Afghanvillage2.txt , change the top line from 10 to 16 and save.

4. Open 5CC and open Afghanvillage2. - Pay attention to the pop-up box and note down the dimensions 5CC expected.

5. Click "No". - You do not want to proceed.

6. Open Afghanvillage2.txt, change the 16 back to 10 (Reversing step 3) - Save.

7. Open 5CC and Afghanvillage2 again. Go to Actions - Set scale - Graphics scaling.

8. Plot in the dimensions you noted down in step 4 and click scale.

9. A roof warning could pop up during scaling. - Click cancel this.

10. Go to Actions - Set scale : Change this from 5 to 8 pixels pr.meter.

11. Save your map to a new folder

12. For a quick test: Put it in the map folder of your game, backup original map00 and rename your new scaled map to Map00. (You can use the Original .BTD file – Just make sure that the map you have modded are smaller than the original Map00.)
If you want to convert a map from GTC/PITF to any other CC title - the only change is that you substitute 16 for 10 in textfile (See step 3)

You can see this tutorial with pictures at this link and download the .pdf version :

http://www.closecombatseries.net/CCS/mo ... ic&t=11020

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mickxe5
Posts: 466
Joined: Sat Apr 09, 2016 6:27 am

RE: Tutorial on map conversion

Post by mickxe5 »

A streamlined map conversion process:

Image

Open the MapName.txt in5CC.

1. Open Actions
2. Go to Set scale
3. Select 8 Pixels per Meter/24-bit graphics (with BGM and Roofs). Click OK on the Roof check dialog.
4. Open the File menu
5. Select Generate LOS (easier than copying and using the original MapName.los file.
6. Select Save As and name your converted map files.
$. Optional - I export an OVM picture (.bmp), name it the same as the converted map file and save it to /Maps for a handy visual reference.

Naming your converted map files as Map00 makes it easy to test in-game. I keep a dummy 1 VL Map00.btd.test file handy until I create one for a converted map. Keep in mind Mafi's BTD editor cant open PITF/GTC .ovm images so point his BED9 tool at the original map files to make a .btd for a converted map.

Also - the Elements file may be very different from the GTC Elements file depending on which CC version/mod you got your converted map from, potentially making your converted map unplayable. Even PITF maps didnt use the new Corn Field element. You can open a PITF (or compatible) MapName.txt file in a spreadsheet app and do a Find/Replace (+match entire cell contents) to swap the old Crops (19) for Corn Field (184)
SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

RE: Tutorial on map conversion

Post by SchnelleMeyer »

Excellent write up mickxe5. This is a lot more efficient - 5CC is a great program!

Could you refresh my mind on how to easily make those small cut maps you have done lately?
mickxe5
Posts: 466
Joined: Sat Apr 09, 2016 6:27 am

RE: Tutorial on map conversion

Post by mickxe5 »

Here's a quick & dirty version:

Visibility > set grid > deployment (192x192)
Visibility > set grid > Grid coordinates show ON
Visibility > Show OVM

Looking at the OVM, figure out what general part of the map you want cut out. Then refer to the gridded BGM and find the grid lines nearest to your chosen new map area. When you mouse over the deployment grids the Coordinates dialog box will display their coordinates (same that the .btds use; 0,0 being upper left). Note the x,y coords of the upper left and lower right corner tiles of the new map area. eg. 4,5 & 16,14. Open Actions > Data Actions > Expand/Shrink. Lets assume youre cutting the new map area out of a 24x18 map (original dimensions are shown on the 5CC title bar).

The tile coords for your new upper left corner determine how many elements (deploy tiles are 12x12 elements) youre going to cut from the top (y coord) and left (x coord). The tile coords for your new lower right corner determine how many elements youre going to cut from the right (x coord) and bottom (y coord).

Your upper left y coord is 5. Youre cutting 5 tiles off the top of the map. 5 x 12 = 60

Your upper left x coord is 4. Youre cutting 4 tiles off the left of the map. 4 x 12 = 48

Your lower right y coord is 14. 18 is the original map height. 18 - 15 = 3. Youre cutting 3 tiles off the bottom of the map. 3 x 12 = 36

Your lower right x coord is 16. 24 is the original map width. 24 - 17 = 7. Youre cutting 7 tiles off the right of the map. 7 x 12 = 84

* 15 & 17 because coords start at 0 making 16,14 a count of 17 x tiles and 15 y tiles. .

In the 4 inputs to the Expand/Shrink dialog you'd enter negative values from these calculations to shrink the map.

to be added on top of the map: -60
to be added on the right side of the map: -48
to be added on the bottom of the map: -36
to be added on the left side of the map: -84

Click Expand > click OK on the idiot box > click OK on the roof check. Generate a new LOS then save.

The Expand/Shrink dialog has balky inputs. You may have to click several times to set the text cursor or use the arrow keys to move it.

You dont necessarily have to cut at the grid lines but the calcs for cutting between the grids is a future post. Easier done than described.
SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

RE: Tutorial on map conversion

Post by SchnelleMeyer »

Thanks a lot again Mick - I was thinking way too complicated on this. - To make several smaller maps they are all actually cut-out starting with the large original map.
This was very clearly explained:)
mickxe5
Posts: 466
Joined: Sat Apr 09, 2016 6:27 am

RE: Tutorial on map conversion

Post by mickxe5 »

Q&D for cutting between the grids. Using the example above, your new map area has 5 elements of partial bldgs along the right edge you'd rather not include. So you cut 5 more elements off the right making that input -53. Since maps have to be in whole tiles you compensate by cutting 5 fewer elements on the left, making that input -79.
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