Version 1.1.0 Beta Modding Build is available!

3D version of Close Combat
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PipFromSlitherine
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Version 1.1.0 Beta Modding Build is available!

Post by PipFromSlitherine »

Just a note that a new beta is available, containing the first release of modding tools. Currently this beta is only available through Steam. More details here:

https://steamcommunity.com/app/811880/d ... 301593096/

Looking forward to your feedback and creations!

Cheers

Pip
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Blond_Knight
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RE: Version 1.1.0 Beta Modding Build is available!

Post by Blond_Knight »

Looking forward to it being available without Steam.
nikolascc
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RE: Version 1.1.0 Beta Modding Build is available!

Post by nikolascc »

agreed.
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PipFromSlitherine
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RE: Version 1.1.0 Beta Modding Build is available!

Post by PipFromSlitherine »

We will of course release all the versions once the update is official, but we are not planning on multiple beta versions currently - the overhead to build and test multiple betas is too high. You can use your Matrix serial to access Steam for beta testing if desired.

Cheers

Pip
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Nomada_Firefox
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RE: Version 1.1.0 Beta Modding Build is available!

Post by Nomada_Firefox »

Thanks. I am checking it. But I would like a FBX model from each type as a example. Everybody will need it.
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PipFromSlitherine
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RE: Version 1.1.0 Beta Modding Build is available!

Post by PipFromSlitherine »

We are planning to release the tools and some FBX examples once the core modding has had some more testing, so we can try and keep people more focused :) But I will see what we can do as part of the beta.

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Pip
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brett2525
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RE: Version 1.1.0 Beta Modding Build is available!

Post by brett2525 »

This game is really going to take off once the mod community gets a green light. The sooner the better. I see loads of potential here
benpark
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RE: Version 1.1.0 Beta Modding Build is available!

Post by benpark »

Is there a way to increase the resolution of the map maker? The window is very small on 2560x1440 monitor.
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ineffable
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RE: Version 1.1.0 Beta Modding Build is available!

Post by ineffable »

ORIGINAL: benpark

Is there a way to increase the resolution of the map maker? The window is very small on 2560x1440 monitor.

Press ESC to bring up Options, select 2560x1440 res, close Options, exit and restart Map Editor.
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Nomada_Firefox
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RE: Version 1.1.0 Beta Modding Build is available!

Post by Nomada_Firefox »

ORIGINAL: benpark

Is there a way to increase the resolution of the map maker? The window is very small on 2560x1440 monitor.
In Documents\My Games\CloseCombatTheBloodyFirst , you will see a file named EditorOptions.txt where you can change the resolution.

And now looking, ESC key and you will see the options.
benpark
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RE: Version 1.1.0 Beta Modding Build is available!

Post by benpark »

Thanks, gents.
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zakblood
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RE: Version 1.1.0 Beta Modding Build is available!

Post by zakblood »

maybe just me, but atm i can't see a water tile either?
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zakblood
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RE: Version 1.1.0 Beta Modding Build is available!

Post by zakblood »

ah found it, on a slider, not on a paint square etc, ah well i wanted to draw a river and then make a bridge go over it etc, but will see how i get on all the same, as i do like to make maps[8D]
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ineffable
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RE: Version 1.1.0 Beta Modding Build is available!

Post by ineffable »

CTRL+RMB drags the map. Only works as expected in K view.

Some guidance on the height scale slider and Tab + wheel 'Set height scale' indicator would be helpful.

All of the above derived from zakblood's idea of drawing rivers, ie. create a meandering depression then fill it with water.
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benpark
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RE: Version 1.1.0 Beta Modding Build is available!

Post by benpark »

I'm seeing grey textures instead of fields- any fix for reorienting the textures in question?

I do like the ability to paint on the map. It's a very quick editor to use, with a few of the above oddities.
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PipFromSlitherine
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RE: Version 1.1.0 Beta Modding Build is available!

Post by PipFromSlitherine »

Some texture types under some campaigns may be placeholders if their terrain isn't strictly used for the given campaign. That is likely what you are seeing. I will see if we can do a simple fix.

Water is based on the terrain height - the water slider places the water at a given height - everything lower than that will be under water. You may need to reset the slider to get the water to rebuild as it is a somewhat slow task and can't really be done dynamically.

The two height scales are for the scale used when you import a heightmap (the actual height of a given colour value in the image), and the amount that the height smoothing affects the height as you apply it.

Cheers

Pip
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SteveMcClaire
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RE: Version 1.1.0 Beta Modding Build is available!

Post by SteveMcClaire »

Also 'Scorched Earth' and 'Minefield' ground terrain types aren't used in TBF. I will clean these up.
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Bradley62
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RE: Version 1.1.0 Beta Modding Build is available!

Post by Bradley62 »

nvmd
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ineffable
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RE: Version 1.1.0 Beta Modding Build is available!

Post by ineffable »

v.1.1.1 - using Mods folder works as expected

Persistant big, dead camel on stock & custom scenarios Bou Chebka mini-map.

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PipFromSlitherine
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RE: Version 1.1.0 Beta Modding Build is available!

Post by PipFromSlitherine »

Is the camel issue repeatable? I don't see it here. Is this just from a standard play of the map, or some other flow in to it?

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