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#4404261 - 02/08/18 09:28 PM Re: Comanche Gold - map exchange [Re: FatCatProject]  
Joined: Mar 2008
Posts: 353
ufolev Offline
Member
ufolev  Offline
Member

Joined: Mar 2008
Posts: 353
Hello FatCatProject

All about Comanche Gold user Mission and Map creating is said in the above topic and in other 4 topics

Comanche Gold Modding Breakthrough -- Triggers
http://SimHQ.com/forum/ubbthreads.php/topics/3161595/all/comanche-gold-modding-breakthrough-triggers

Comanche Gold - TODAY - Possibilities
http://SimHQ.com/forum/ubbthreads.php/topics/3165416/all/comanche-gold-today-possibilities

Comanche Gold - Custom Missions - Checkpoint
http://SimHQ.com/forum/ubbthreads.php/topics/3161632/all/comanche-gold-custom-missions-checkpoint

Comanche Gold - A (kind of late) Christmas present to all CG fans
http://SimHQ.com/forum/ubbthreads.p...stmas-present-to-all-cg-fans#Post3481430


The leaders in maps innovation are DavidC99, Flogger83, TriMetall and now Moderasura

The first main defect of the Comanche Gold mission editor was "10 map limitation". It is already overcome outside with text editing and now inside the mission editor,
The second disadvantage of the Comanche Gold mission editor was " absence of the area or event triggers" also overcome but by indirect way outside the mission editor. The important part of the triggers is DavidC99 Tool . With it you can create groups of objects which can be manipulated with triggers.
And The third is that only limited part of the military objects are included in the mission editor partly overcome outside the editor.

By The Way - I am sill waiting for another great custom mission from you!!!


Ufo :-)

Last edited by ufolev; 02/09/18 07:56 AM.
Inline advert (2nd and 3rd post)

#4588628 - 01/05/22 04:18 PM Re: Comanche Gold - map exchange [Re: ufolev]  
Joined: Jan 2022
Posts: 3
Hoizen Offline
Junior Member
Hoizen  Offline
Junior Member

Joined: Jan 2022
Posts: 3
Hello! I know this is a *very* old thread, I am hoping there are still some people available here who could help me with this. I have been able to follow much of this thread, but I am trying to open and modify vanilla maps. I have gotten as far as extracting the relevant _c color and _d height map .PCX files from the resource.pff but am unable to use them as they seem compressed. I have also tried to decompress them with Charles Bloom's LZP1 algorithm but to no success.

Has anyone found a way to restore the vanilla campaign maps to a readable format? Thanks!

#4588664 - 01/06/22 09:13 AM Re: Comanche Gold - map exchange [Re: Hoizen]  
Joined: Mar 2008
Posts: 353
ufolev Offline
Member
ufolev  Offline
Member

Joined: Mar 2008
Posts: 353
Hello Hoizen,
Welcome here in the Comanche Gold mission creators zone
Terrain building is different than mission creation in which we use only
these 93 terrains from Comanche Gold, 14 terrains from Armored fist2
and 35 terrains from Delta force. We can split the terrain to its parts:
landscape, colour of it, sky colour, clods, sun, or stars in day or night mode,
landscape shape light modding
We can rejoin these parts in new unic combination and mak new unic mission scenario.
I have no info wih which program the terrains are built.

all best
ufo ;-}

#4588702 - 01/06/22 07:39 PM Re: Comanche Gold - map exchange [Re: ufolev]  
Joined: Jan 2022
Posts: 3
Hoizen Offline
Junior Member
Hoizen  Offline
Junior Member

Joined: Jan 2022
Posts: 3
Thank you for the response!

When you describe splitting the terrain and landscape shape modding, does this mean we can make modifications to the terrain features of the 93 existing terrains from GC? If I am understanding correctly. How is that done?

Combining these parts for a mission makes sense, as we can change which files each part points to like using the clouds from one mission but the terrain from a different one. But I wonder if we can make changes within these individual files (i.e. modify the terrain to add a new mountain or recolor only some of the map to be grass or dirt etc)

The terrain textures (_d.pcx height maps and _c.pcx color bitmaps) are most likely generated by a node graph program like World Machine. I'm not sure what program would have been available prior to 1998, but I can't imagine they did them by hand in an image editor.

Thanks for the help

#4588749 - 01/07/22 07:33 AM Re: Comanche Gold - map exchange [Re: Hoizen]  
Joined: Mar 2008
Posts: 353
ufolev Offline
Member
ufolev  Offline
Member

Joined: Mar 2008
Posts: 353
Hi Hoizen,

This is an example of the mission file from the mission Blackout
You can exchange the parts of the first 9 lines / from c5m2_c.pcx to SUN.3DO/
and alter the values of the next 7 lines / from Star Field Data to RGB/

the existing terrain moderation could be done from the line Terrain Scale bits
there is a choice between 3 variables which can change the terrain from more flat to more steep or deep

as you can see this mission is generated with a program RMC v.9C



;vC3
;Mission: C5M2
;Owner : Keith Butler
;File generated by RMC v.9C
;File format: Comanche III
;
desert ;Terrain cammo type (snow, desert, green)
c5m2_c.pcx ;1024x1024 color map
c5m2_d.pcx ;1024x1024 elevation map
c5m2_m.pcx ;1024x1024 character map
clifmapd.pcx ;16x16x256 character displacement (128 nominal)
clifmaps.pcx ;16x16x256 character shader (128 nominal)
clifmapc.pcx ;16x16x256 character color (0 transparent)
clouds01.pcx ;Cloud Layer ('-' is no clouds)
skygrad1.pcx ;Sky Palette
SUN.3DO ;Moon-Sun Object ('-' is no sun/moon)
- ;Star Field Data ('-' is no stars)
80 ;Sun Slope
800 ;Lowest Elevation (in feet, zero is sea level)
1600 ;Cloud Layer (in feet)
20 ;Terrain Scale bits (19=192ft, 20=384ft, 21=768ft)
128,126 ;Gamma, Saturation
128,126,128 ;RGB
500 ;Cannon Rounds
0 ;Rockets
2 ;Stingers(255 max)
5 ;Hellfire(255 max)
2 ;Artillery(255 max)
1 ;Wingmen(255 max)
0 ;SideWinders(255 max)
1 ;Line Of Sight (0=FALSE 1=TRUE)
0 ;Show EFAMS (0=FALSE 1=TRUE)
A ;Music
0 ;Mission Type (0=COop 1=Melee)
0 ;COPILOT (0=YES 1=NO)
20 ;Ideal Altitude
425 ;Magic Pal Number
19 ;Obj Weight
0 ;Future Use
0 ;Future Use
<
;
;<<----------------Data Begins---------------->>
;.AI Files to Load
player
stinger
dustboom
wetboom
smoke
rocket
hellfire
tracer
dirthit
nukeboom
startpos
airboom
chunk
fire
deadcopt
trail
deadcoma
APACHE
ARROW
DEADARTI
BMP-2
DEADBMP2
HANGAR2D
DEADBLDG
HANGAR_D
DEADBLDG
HIND
M1A2
DEADTANK
USFLAG
RDRTWR
DEADRTWR
SA9
DEADSA9
SOCK
T80
DEADT80
WEREWOLF
COMTWR
DEADCTWR
OILTANK
DEADOIL
WTWR
DEADWTWR
M3
DEADM3
CACTUS
DISH2
DEADDSH2
WINGMAN
HAVOC
GASTANKS
DEADGTNK
PAD
DEADBLDG
HANGAR_V
DEADBLDG
BLDG1
DEADBLDG
BLDG2
DEADBLDG
BLDG4
DEADBLD5
C5M2-2
DEADBLDG
C5M2-3
DEADBLDG
C5M2-4
DEADBLDG
SATBASE
DEADSAT1
SATDISH
DEADSAT2
2S6M
DEAD2S6M
JOSH
<
;---------> Wind Data BEGINS <----------
W,0,36000,0,5 ;wind:headwind (start,stop,heading,speed)
;---------> Wind Data ENDS <----------
;
;---------> Waypoint Data BEGINS <----------
<
1-START POINT, 3779, 3974 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
2-CP ALPHA, 3549, 3350 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
3-CP BRAVO, 3757, 2934 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
4-CP CHARLIE, 3427, 2869 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
5-CP DELTA, 3586, 2533 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
6-CP ECHO, 3443, 2296 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
7-OBJ MARSHALL, 3981, 2157 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
8-CP FOXTROT, 4436, 2409 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
9-RELEASE POINT, 4376, 4191 ;Player waypoint (0-15 chars), (0-8191), (0-8191)
<
;NPC Waypoint List: B
4082, 3571 ;B1
3604, 4084 ;B2
4084, 4626 ;B3
4618, 4105 ;B4
<
;NPC Waypoint List: C
<
;NPC Waypoint List: D
<
;NPC Waypoint List: E
3954, 2453 ;E1
4344, 2063 ;E2
4028, 1747 ;E3
3699, 2077 ;E4
<
;NPC Waypoint List: F
<
;NPC Waypoint List: G
4010, 3111 ;G1
3519, 3602 ;G2
3988, 4072 ;G3
4432, 3628 ;G4
<
;NPC Waypoint List: H
3566, 2121 ;H1
3111, 2578 ;H2
3559, 3050 ;H3
3988, 2622 ;H4
<
;NPC Waypoint List: I
3185, 3443 ;I1
3183, 4030 ;I2
2716, 4032 ;I3
2714, 3421 ;I4
<
;NPC Waypoint List: J
3959, 2122 ;J1
4533, 1548 ;J2
4072, 1089 ;J3
3571, 1590 ;J4
<
;NPC Waypoint List: K
3058, 2270 ;K1
3044, 2680 ;K2
2988, 2924 ;K3
2958, 3165 ;K4
2916, 3338 ;K5
3018, 3473 ;K6
3018, 3610 ;K7
3026, 3835 ;K8
3002, 3986 ;K9
3165, 4193 ;K10
<
;NPC Waypoint List: L
4006, 2910 ;L1
4031, 3055 ;L2
4022, 3174 ;L3
4044, 3310 ;L4
4044, 3465 ;L5
4048, 3615 ;L6
4044, 3795 ;L7
4034, 3942 ;L8
4022, 4058 ;L9
3970, 4201 ;L10
<
;NPC Waypoint List: M
2982, 4241 ;M1
3064, 4125 ;M2
3018, 4056 ;M3
3052, 3875 ;M4
3048, 3672 ;M5
3044, 3517 ;M6
2962, 3358 ;M7
2932, 3217 ;M8
2992, 3032 ;M9
3034, 2841 ;M10
<
;NPC Waypoint List: N
4076, 3893 ;N1
4077, 3808 ;N2
4074, 3708 ;N3
4076, 3590 ;N4
4074, 3475 ;N5
4074, 3351 ;N6
4071, 3221 ;N7
4067, 3120 ;N8
4058, 2982 ;N9
4056, 2781 ;N10
<
;NPC Waypoint List: O
<
;NPC Waypoint List: P
<<
;
;---------> Waypoint Data ENDS <----------
;---------> Trigger Data BEGINS <----------
if
destroyed, X
and
destroyed, D
then
win

if
destroyed, W
then
route, B, A6

if
destroyed, X
and
destroyed, D
and
destroyed, F
then
text, 3

if
encounter, H, P
then
text, 2

if
destroyed, X
then
setai, H, 163

if
destroyed, X
then
setai, J, 163

if
attacked, Y
then
route, J, A6

if
time, 3
then
text, 1

if
encounter, J, P
then
text, 2

if
encounter, G, P
then
text, 2

if
destroyed, W
then
text, 4

if
waypoint, P, A2
then
text, 5

if
encounter, P, X
or
encounter, P, D
then
text, 6

if
encounter, Y, P
then
text, 8

if
encounter, S, P
then
text, 7

if
encounter, T, P
then
text, 7

if
waypoint, S, L:
then
route, S, A0

if
waypoint, T, K:
then
route, T, A0

if
encounter, E, P
then
text, 2

if
attacked, X
then
setai, E, 163

if
attacked, X
then
setai, H, 163

if
waypoint, P, A2
then
route, I, I1

if
destroyed, D
then
vaporize, F

if
waypoint, N, N:
then
route, N, A0

if
waypoint, S, L:
then
route, S, A0

if
waypoint, M, M:
then
route, M, A0

if
waypoint, T, M:
then
route, T, A0

if
waypoint, T, K:
then
route, T, A0

if
time, 2
and
intact, P
then
play, 2BAS001.wav

if
time, 2
and
intact, P
then
clearcounter

if
time, 2
and
intact, P
and
counter, 4
then
play, CPLT020.wav

if
encounter, T, P
and
intact, P
and
intact, W
then
play, WING014.wav

if
encounter, T, P
and
intact, P
and
intact, W
then
clearcounter

if
encounter, T, P
and
intact, P
and
intact, W
and
counter, 4
then
play, CPLT070.wav

if
waypoint, P, A3
and
intact, P
and
intact, W
then
play, CPLT127.wav

if
waypoint, P, A3
and
intact, P
and
intact, W
then
clearcounter

if
waypoint, P, A3
and
intact, P
and
intact, W
and
counter, 4
then
play, WING029.wav

if
encounter, P, X
and
intact, P
then
play, CPLT226.wav

if
encounter, P, X
and
intact, P
then
clearcounter

if
encounter, P, X
and
intact, P
and
counter, 4
then
play, 2BAS025.wav

if
encounter, E, P
or
encounter, H, P
and
intact, P
then
play, CPLT225.wav

if
killed, X, 1
and
intact, P
then
play, CPLT050.wav

if
destroyed, X
and
intact, P
and
destroyed, D
and
destroyed, F
then
play, CPLT037.wav

if
destroyed, X
and
intact, P
and
destroyed, D
and
destroyed, F
then
clearcounter

if
destroyed, X
and
intact, P
and
counter, 4
and
destroyed, D
and
destroyed, F
then
play, 2BAS034.wav

if
destroyed, W
and
intact, P
then
play, WING018.wav

if
destroyed, W
and
intact, P
then
clearcounter

if
destroyed, W
and
intact, P
and
counter, 4
then
play, CPLT026.wav

if
destroyed, W
and
intact, P
and
counter, 7
then
play, CPLT045.wav

if
destroyed, W
and
intact, P
and
counter, 12
then
play, CPLT028.wav

if
destroyed, W
and
intact, P
and
counter, 16
then
play, 2BAS017.wav

if
destroyed, W
and
intact, P
and
counter, 20
then
play, 2BAS022.wav

if
destroyed, W
and
intact, P
and
counter, 24
then
play, APCH009.wav

if
stinger, 1
and
intact, P
then
play, CPLT061.wav

if
hellfire, 1
and
intact, P
then
play, CPLT052.wav

if
hellfire, 0
and
intact, P
then
play, CPLT053.wav

if
hellfire, 0
and
stinger, 0
and
intact, P
then
play, CPLT057.wav

if
encounter, U, P
or
encounter, Y, P
and
intact, P
and
intact, W
then
play, CPLT074.wav

if
encounter, U, P
or
encounter, Y, P
and
intact, P
and
intact, W
then
clearcounter

if
encounter, U, P
or
encounter, Y, P
and
intact, P
and
intact, W
and
counter, 4
then
play, WING003.wav

if
waypoint, P, A6
and
intact, P
and
intact, W
then
play, CPLT072.wav

if
destroyed, F
then
vaporize, D

if
destroyed, B
and
alive, P
then
text, 9

<
;---------> Trigger Data ENDS <----------

#4588790 - 01/07/22 04:25 PM Re: Comanche Gold - map exchange [Re: ufolev]  
Joined: Jan 2022
Posts: 3
Hoizen Offline
Junior Member
Hoizen  Offline
Junior Member

Joined: Jan 2022
Posts: 3
Hello Ufolev,

Thank you this makes a lot of sense now. I have some things to investigate further. thanks to you and Flyboy I have a lot more info on what's going on under the hood with CG.

Best!
-Hoizen

#4593865 - 03/11/22 03:35 PM Re: Comanche Gold - map exchange [Re: Hoizen]  
Joined: Jan 2017
Posts: 24
FatCatProject Offline
Junior Member
FatCatProject  Offline
Junior Member

Joined: Jan 2017
Posts: 24
Hi ! FatCat's back !

Yes, this is a very old thread, and we are not that numerous to play. I've created a mission, and I feel it's been very... challenging. Because, you have to do many manual switches to the units *after* you have completed the mission on the editor (the .ORD or something used by the editor is not modifiable). If you want to use the editor with the ability to see builtin maps inside, you have to mod the editor code and add the maps names, but for now that's all we have (it means, we need many editors since an editor only have room for 8 or 9 hardcoded maps in the comboBox).

Another limitation of the editor is that all the units are not available. All IA status are not available. Conditions/triggers and such must be written after the export in the pff. I'm not satisfied with it.

What I'd like to do is to create my own custom mission editor. I've split this mentally the task, and it will be very long. I don't know if I will ever succeed, but this year I have slightly little more time, so I'm trying to build a reliable project.

One of the task is to be able to read the maps in order to display it on the editor. The logical consequence is that to do so, I need to retroengineer the maps content. If I do so, I'll be able to propose a map editor aswell, and it may be one of the first steps.

The first step will be to recode the pff extractor to understand better the data and be more flexible with edition tools. Maybe even to be able to use it as an interactive way to retroengineer.
I'm not that far from having the pff extractor.



Maybe, If you're interested, I can start my thread and keep you updated of my discoveries ? That could help me to keep track of what I'm doing, maybe also to get feedback of what's possible or needed or set kind of a wishlist or ... anything.

Last edited by FatCatProject; 03/11/22 03:36 PM.
#4594122 - 03/15/22 01:50 PM Re: Comanche Gold - map exchange [Re: FatCatProject]  
Joined: Mar 2008
Posts: 353
ufolev Offline
Member
ufolev  Offline
Member

Joined: Mar 2008
Posts: 353
Hello FatCatProject ,

Ii is very good to see you here again.

Now I am working on the other project -ShipSimulator Extremes which is more related with my job
https://www.youtube.com/user/ufolev/videos
but sometimes I look here for the news

Best regards

ufo :-)


Last edited by ufolev; 03/15/22 01:52 PM.
#4601449 - 06/09/22 07:30 PM Re: Comanche Gold - map exchange [Re: ufolev]  
Joined: Nov 2015
Posts: 8
moderasura Offline
Junior Member
moderasura  Offline
Junior Member

Joined: Nov 2015
Posts: 8
This has not happened yet :))


https://youtu.be/0nYN54AtDDQ

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