Close Combat mod tools??

AntiquePunk
Posts: 55
Joined: Sat Apr 27, 2024 2:51 pm

Re: Close Combat mod tools??

Post by AntiquePunk »

Little progress on armament work:
SPQR_GUZZ.jpg
SPQR_GUZZ.jpg (84.15 KiB) Viewed 1023 times
User avatar
kweniston
Posts: 167
Joined: Tue Jul 05, 2011 6:32 pm

Re: Close Combat mod tools??

Post by kweniston »

Nice work! For which CC version are you intending to release this?
AntiquePunk
Posts: 55
Joined: Sat Apr 27, 2024 2:51 pm

Re: Close Combat mod tools??

Post by AntiquePunk »

For now, I'm creating a demo version, while understanding how the modding process works and doing it for TLD,
but in the future, I plan to develop this mod on other, newer versions of Close Combat....
Eliogabalus
Posts: 2
Joined: Fri Feb 14, 2025 4:08 pm

Re: Close Combat mod tools??

Post by Eliogabalus »

The Close Combat moding activity is doing quite well, although after the closure of the closecombat.net website hundreds of thousands of very interesting posts were irretrievably lost (for example, on the use of Close Combat modification tools).

All tools can be found on Google Drive (link shared in the Facebook project: https://www.facebook.com/buckandpete/about

Unfortunately, this is rather a project of people already advanced in creating mods, so descriptions of how to use these tools are rather hard to find.

It took me almost a year to learn how to use (almost) all of them, and this is also due to slowly deepening knowledge by first trying to correct or improve existing mods.

If you want to create a mod taking place in the realities of World War II or newer, then it makes sense, if you want to create something from the Middle Ages, for example, then you are throwing yourself into the sun with a hoe, because you will not have ready-made patterns at your disposal that you could base yourself on. And creating a table of behavior of weapons or warriors from those times will rather quickly overwhelm you.

In addition, remember that this game does not work on a single soldier but on a team, or rather in those times teams were much larger, or battles were fought individually.
Eliogabalus
Posts: 2
Joined: Fri Feb 14, 2025 4:08 pm

Re: Close Combat mod tools??

Post by Eliogabalus »

Most mods are rather teamwork, where, for example, a different person deals with locations than with setting tables, behaviors and weapons of units.

In addition, CC tools are rather not "user friendly" and there is no "one" tool for everything.

And mastering 10 different programs (for creating locations, elevations in these locations, roofs of buildings, units, unit sprites, weapons, icon sounds, and finally the interface of the game itself can completely overwhelm one person. Especially when your goal is to create a mod that does not take place in the realities of other already existing mods.

Because it is one thing to transfer a battle from the times of World War II, only to a different battlefront, and another thing to create completely from scratch the realities of a different historical period.
AntiquePunk
Posts: 55
Joined: Sat Apr 27, 2024 2:51 pm

Re: Close Combat mod tools??

Post by AntiquePunk »

Eliogabalus wrote: Fri Feb 14, 2025 4:18 pm Most mods are rather teamwork, where, for example, a different person deals with locations than with setting tables, behaviors and weapons of units.

In addition, CC tools are rather not "user friendly" and there is no "one" tool for everything.

And mastering 10 different programs (for creating locations, elevations in these locations, roofs of buildings, units, unit sprites, weapons, icon sounds, and finally the interface of the game itself can completely overwhelm one person. Especially when your goal is to create a mod that does not take place in the realities of other already existing mods.

Because it is one thing to transfer a battle from the times of World War II, only to a different battlefront, and another thing to create completely from scratch the realities of a different historical period.
Greetings!
Thanks for the message, I really feel the acute shortage of manuals and information on data editing.
For now, I'm working on the mod alone and slowly moving forward, the work with the tables is almost finished, a set of 5 demo maps has been drawn, and now I will quietly move on to coloring the infantry sprites and then working with 5CC to translate the graphics of the maps into a game file.
And, the next step will be to draw the common pages of various menus and buttons.
I try to post my progress regularly on this site's page, right here: https://www.matrixgames.com/forums/view ... 5&t=408712 and also in the Discord: https://discord.gg/BaUuezTz

The fact is that my mod assumes an alternative past, and it is not very different in terms of weapon properties from the realities of World War II. That is, the only thing I needed to correct was the number of rounds, accuraty, and the reload time of the weapon.
But with the rest of other elements, it turned out to be a global problem.
I wanted to add some rpg-elements, high-quality equestrian units, and some new properties to move groups around the global map, and much more... but, it is already clear that I can work with nothing more than what is in the original game..
Anyway, I've already come to terms with that...
Post Reply

Return to “Close Combat Series”