Open with FwO Raven's PFF Utility the file Resource.pff which is in installed Comanche Gold folder
Each single mission consists of 5 files For 03 Air Combat C1M3 mission they are: C1M3.JIM, C1M3.MIS, C1M3.ORD ,C1M3.POS, C1M3.INF For 55 Home Free C8M1 mission they are: C8M1.JIM, C8M1.MIS, C8M1.ORD ,C8M1.POS, C8M1.INF
Extract them in 2 folders
The result is
Open C1M3.MIS and C8M1.MIS files with notepad and copy and replace this part of the text from C8M1.MIS wit the similar text in C1M3.MIS
rename all files in C1M3 folder to USER name USER.JIM, USER.MIS, USER.ORD ,USER.POS, USER.INF
just to be perfect open USER.MIS and USER.ORD
Copy and replace c8m1_c.pcx from USER.MIS over c1m3_c.pcx in USER.ORD
with FwO Raven's PFF Utility create a new pff file with name exchage
with FwO Raven's PFF Utility add to echange.pff file all new USER files
moderate echange.pff to echange.mrf and put it in Comanche Gold directory and
Now you can open it like an user created mission and the map is changed
Open with FwO Raven's PFF Utility the file Resource.pff which is in installed Comanche Gold folder
Each single mission consists of 5 files For 03 Air Combat C1M3 mission they are: C1M3.JIM, C1M3.MIS, C1M3.ORD ,C1M3.POS, C1M3.INF For 55 Home Free C8M1 mission they are: C8M1.JIM, C8M1.MIS, C8M1.ORD ,C8M1.POS, C8M1.INF
Extract them in 2 folders
The result is
Open C1M3.MIS and C8M1.MIS files with notepad and copy and replace this part of the text from C8M1.MIS wit the similar text in C1M3.MIS
rename all files in C1M3 folder to USER name USER.JIM, USER.MIS, USER.ORD ,USER.POS, USER.INF
just to be perfect open USER.MIS and USER.ORD
Copy and replace c8m1_c.pcx from USER.MIS over c1m3_c.pcx in USER.ORD
with FwO Raven's PFF Utility create a new pff file with named exchage
with FwO Raven's PFF Utility add to echange.pff file all new USER files
moderate echange.pff to echange.mrf and put it in Comanche Gold directory and
Now yo can open it like an user created mission and the map is changed
Hey i don't know if you've discovered this yet but it's also possible to reverse you method and rename a .mrf file into .pff and extract the content, edit them and joint them back as a mrf that way you can make a custom mission that is just as complex, with trigger and sounds like the campaign missions.
These are the new terrains imported from Delta force1 in Comanche Gold
Get the comressed files from the links below , decompress the files , put them in comanche install directory and start with .mrf file like user created mission
Now we have the freedom to use 142 maps for custom mission creation. Comanche gold - 93 maps, Armored Fist 2 - 14 maps, Delta Force 1 - 35 maps.
But in the beginning we had only 10 mission loaded in CG mission editor at all
The first step was DavidC99 idea to exchange the maps in the mission file subsequently,
then flogger83 shared his great idea to insert maps directly in the mission editor
and the last challenge was how to put objects in map which can not be inserted in the mission editor for example maps from Delta Force 1
There is an indirect way which is suitable for every map. You will need Gimp - a freeware image viewer/editor. http://www.gimp.org/downloads/ Why Gimp ? - because Gimp also like CG mission editor gives the coordinates of every one pixel from the map.
1. get the desired color map and open it with Gimp 1024x1024 pixels
2. create with Gimp a new big white map 8192x8192 pixels and put a grid over it from 64 squares - 1024x1024 pixels each
3. full all 64 squares with the first color map
now when you move the mouse pointer over the big grid - Gimp shows the coordinates of the pointer in the lower left corner.
4. open a new mission in CG mission editor and now when you move the mouse pointer over the map - the editor shows the coordinates of the pointer in the lower side in the middle.
notice that when you open a new map in CG mission editor the initial sguare is always 4rth square by X and 4th square by Y in the big grid.
so find the same square in the big grid of the Gimp map and then both maps will use the same coordinates.
5. choose the place of the object in the first map in Gimp grid and get it's coordinates, then place the same object with the same coordinates in the second map in the mission editor.
object coordinates in Gimp opened desired map are : 3316 X ; 3423 Y
object coordinates in mission editor are the same : 3317 X ; 3423 Y
After you place all objects and waypoints you have to save the user mission file and then you have to open it and replace the mission editor map with the desired map.
with few words you choose objects positions in project map then transfer them in mission editor map then create a mission file and at last you replace the mission editor map in the mission file with the project map .
The whole design of the program is limited to loading maps to the editor of all the missions in Comanche Gold it is so far the only solution ... The Comanche Gold PCX files are compressed header (LZP1) and there is no mozliowsci load them to the Editor What is needed is Compresor decompressor PCX file
in my test your mission editor starts but it does not saves the results of the map exchange or it is not connected with comanche gold mission editor, please check these things
It is important that the program is in the main folder with the game.
The name of the map can be any, just enter your name of the map and select the map type in the combobox and it should work
Do not tweak the main editor before making changes to my program
You start my editor, make the appropriate changes and save
Then you run the editor and it should work
Remember that the comanche gold editor may not be running, my program modifies the exe file, and if Editor.exe is running, my program will not have rights to modify it.
hi moderasura i put your unrared editor and the folder with the missions in comanche gold folder, then I start your editor and I modify the name in the left box and the mission in the right box and press the button save on the bottom , then I open comanche gold editor and there in the options for missions there is no new option with modified value as you can see on the picture on the my previous post where I make a mistake?
hi moderasura i put your unrared editor and the folder with the missions in comanche gold folder, then I start your editor and I modify the name in the left box and the mission in the right box and press the button save on the bottom , then I open comanche gold editor and there in the options for missions there is no new option with modified value as you can see on the picture on the my previous post where I make a mistake?
ufo
What is your win7 system? try with admin rights to run the program
everything works for me
Do not run the editor before making changes in my editor
I think I can, from what I remember, do it in other c ++ projections.. I have not buried it for a long time but there was something connected with the clouds
Hi there ! I know I won't move for a while, but it's been a year since and I still plan on finding a way to accurately overcome the basic editor's limitations. The idea is to be able to change the units behavior, to extend the IA capability (the range of units available), and especially, to be able to keep that in the editor or at least to save changes to be able to still work on the mission with the editor before this filter. This would require to recognize patterns even if some units get removed from the editor to apply the same changes.
If someone also work on this, maybe we should make a git or something with all our sources ? Additionally, do we have a full documentation about CGold Modding somewhere, like wiki-style, in which we could trackback the "reverse enginering" some already did here ?
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!!!
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!
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.
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.
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
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.
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.
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