Questions about the map editor
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
Questions about the map editor
The map editor creates the ccm file but how do I get the LOS file? about the lighting, I suppose than copy, past and edit them manually but it is not easily and it gives strange errors....as something about the invalid side.
And put the customized battle created with the map editor inside the scenario folder does not work. The game does not detect it.
And put the customized battle created with the map editor inside the scenario folder does not work. The game does not detect it.
RE: Questions about the map editor
Custom battles now go in \Documents\My Games\CloseCombatTheBloodyFirst\Maps.
Even though the mapname.ccm file works by itself I'm curious about the auxiliary map files as well
Even though the mapname.ccm file works by itself I'm curious about the auxiliary map files as well
Quid si
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
Thanks by the info about where put the files. I love the map editor but it can be a bit better. Just it need a feature where you can difference the type of ground painted.
This is a screenshot from my beautiful test.[:)]
https://steamuserimages-a.akamaihd.net/ ... 1D1508642/
This is a screenshot from my beautiful test.[:)]
https://steamuserimages-a.akamaihd.net/ ... 1D1508642/
RE: Questions about the map editor
Looks good. Why am I not surprised to find you modding the Ardennes? 
I'm confident this is just the first of several versions of the Map Editor. Looking forward to importing ready-made .fbx models from elsewhere. The hard part (drawing) is already done on them, just a matter of sorting out the formatting and game specifications. Ive installed Blender and am getting my feet wet with 3D grfx.
I'm confident this is just the first of several versions of the Map Editor. Looking forward to importing ready-made .fbx models from elsewhere. The hard part (drawing) is already done on them, just a matter of sorting out the formatting and game specifications. Ive installed Blender and am getting my feet wet with 3D grfx.
Quid si
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
Really the map editor was released several months before the game release in the beta, it is not the first, probably a bit more.[;)]I'm confident this is just the first of several versions of the Map Editor. Looking forward to importing ready-made .fbx models from elsewhere. The hard part (drawing) is already done on them, just a matter of sorting out the formatting and game specifications. Ive installed Blender and am getting my feet wet with 3D grfx.
I am more a 3Dmax user but I need a fbx model as a example, even if it is a box without detail. In the begining of the game, I could add a 3D model from a Maus but after several changes, many things were different in 3D models and now I am a big lose with the links from bones, positions from axis and more. But if I can get a example from a model, I can release a lot of additional vehicles and create new models more.
I have been asking the fbx example for years....but the developers have not any hurry with it.....[:-][:'(]
RE: Questions about the map editor
ORIGINAL: Nomada_Firefox
I love the map editor but it can be a bit better. Just it need a feature where you can difference the type of ground painted.
Agree. The 'Open Ground' tooltip that should identify where you've painted that type of terrain in the Map Editor is instead showing up erroneously during the game. However, it would be useful to get terrain-type tooltips during play much like the terrain display in the lower left screen when right clicking on the map in classic CC.
Quid si
RE: Questions about the map editor
Is it possible to add terrain types (code and texture)? Would be helpful for mud, snow, etc.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
I do not think so. The map editor is limited. But you can edit the exist ones.ORIGINAL: benpark
Is it possible to add terrain types (code and texture)? Would be helpful for mud, snow, etc.
- PipFromSlitherine
- Posts: 1517
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Questions about the map editor
You can hit SHIFT+0 and SHIFT+9 for various displays of the terrain types which are clearer.
Cheers
Pip
Cheers
Pip
follow me on Twitter here
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
It helps but really you do not know what is each terrain. If it would show the type of the terrain pointed with the mouse as in the game, it would be better.ORIGINAL: PipFromSlitherine
You can hit SHIFT+0 and SHIFT+9 for various displays of the terrain types which are clearer.
Cheers
Pip
Another question. When I press shift+9, I can see a image like this. What are the yellow parts? LOS from a default map used by the editor? or is it the LOS image inverted or a terrain image inverted? It looks as if the map editor had inverted 180º something.


- Attachments
-
- CC_TBF_Edi..53-06-40.jpg (138.99 KiB) Viewed 827 times
- PipFromSlitherine
- Posts: 1517
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Questions about the map editor
The tooltip will be showing in the next version, it got turned off by mistake. The yellow is indeed the passablity data, but does indeed seem to be inverted which is odd. I will check and fix.
Cheers
Pip
Cheers
Pip
follow me on Twitter here
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
Just for your information, I and many others, we are waiting the addition from the complete features in the map editor. The terrain type indicator and the indicators from passability and other type of terrain features. From my point of view, they are the most neccesary features.
About other modding features. Some FBX examples. They can be just a box, it is not needed a real and wonderful model. A box with the turret, weapons and other things from a vehicle would be more than enough. I offerd me to create some video guide when I be able to replicate your work.
Anyway, take your time. I do not go to bother you with several messages. I want say that I read everything and I check the forum each day or week.[;)]
About other modding features. Some FBX examples. They can be just a box, it is not needed a real and wonderful model. A box with the turret, weapons and other things from a vehicle would be more than enough. I offerd me to create some video guide when I be able to replicate your work.
Anyway, take your time. I do not go to bother you with several messages. I want say that I read everything and I check the forum each day or week.[;)]
- PipFromSlitherine
- Posts: 1517
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Questions about the map editor
If you can be specific about information you think is needed in the editor (verses the 1.1.1 version released last week) then we can try and add them in.
Will get some FBX examples together this week.
Cheers
Pip
Will get some FBX examples together this week.
Cheers
Pip
follow me on Twitter here
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor
My fault, have you updated it after the first version? because before it did not show the type of terrain but now it is very correct.ORIGINAL: PipFromSlitherine
If you can be specific about information you think is needed in the editor (verses the 1.1.1 version released last week) then we can try and add them in.
Will get some FBX examples together this week.
Cheers
Pip
Just I continue seeing the yellow boxes from the previous showed problem with passability. I do not know if it is a problem. But how can I paint the passability?
- PipFromSlitherine
- Posts: 1517
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Questions about the map editor
I don't understand your second line. You paint passability by painting the appropriate terrain type. But I am not sure what the yellow box problem you are referring to is.
Cheers
Pip
Cheers
Pip
follow me on Twitter here
-
Nomada_Firefox
- Posts: 1280
- Joined: Mon Nov 12, 2001 10:00 am
- Location: Spain
- Contact:
RE: Questions about the map editor

These yellow boxes.
You should add impr-pant key, I can not take screenshots without to use other program from the map editor. Or is there any key for this?
- SteveMcClaire
- Posts: 4341
- Joined: Mon Nov 19, 2007 9:31 pm
RE: Questions about the map editor
You can take screenshots in the editor or in the game by pressing the F2 key.
Screenshots will be saved in the Documents\My Games\CloseCombatTheBloodyFirst\Screens\ folder as TGAs. You can change the default file format for screenshots by adding a line to your USER.TXT file (also in the game's documents folder) that reads "ScreenShotOutput 1" (for JPG, or 2 for PNG.)
Screenshots will be saved in the Documents\My Games\CloseCombatTheBloodyFirst\Screens\ folder as TGAs. You can change the default file format for screenshots by adding a line to your USER.TXT file (also in the game's documents folder) that reads "ScreenShotOutput 1" (for JPG, or 2 for PNG.)
- PipFromSlitherine
- Posts: 1517
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Questions about the map editor
I am pretty sure that issue should be fixed, but I will check it out. If it is not fixed in the live version then it will be in the next version we push. Thanks for reporting!
Cheers
Pip
Cheers
Pip
follow me on Twitter here
