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Inside Mac Games Volume 5 #8
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Close Combat
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CC Landscaper v 1.1
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* Close Combat Landscaper v 1.1.0
* June 26, 1997
* Matthew Hills
* hills@biosensors.stanford.edu
*
* Support Site: http://www-leland.stanford.edu/~hills/games.html
---------------------------------------------------------------------------
Introduction:
=============
Close Combat Landscaper (hereafter "CCLand") is an editor for the
Macintosh version of Close Combat (written by Atomic Games, published by
Microsoft, 1996).
PLEASE NOTE: this product is not supported by either Atomic or
Microsoft -- do not send them questions about it.
This editor allows the user to change the tile graphics used in Close Combat.
Please refer to the other documentation and utilities on my web site for
more information on editing Close Combat scenarios.
Version 1.1:
============
I've added the Import/Export commands from the file menu.
Now you are able to export the entire terrain tiles file as one large pict
and then import it back in again. This facilitates large-scale changes to
the tile set.
To aid in color-matching, there is now a command to export the color table
as a picture file. The picture is not very exciting -- 256 splotches of
color. My intention here was that you could use this as a palette and
select colors using an eyedropper-type tool.
Please note that when importing the picture back in, it should be the same
size as when you exported it. (The graphics will scale to fit, resulting
in some distortion.)
Also, note that the picture files are pretty large (1.7 megs). The default
memory allocation for CC Land should be sufficient to handle one open terrain
tiles document and still import/export... but you may need to increase memory
if you get too carried away.
Basic Instructions:
===================
You should have Close Combat set up to run entirely from the hard drive.
(You can find instructions for this on my web site)
When you run CCLand, you can open the "Terrain Tiles" file that is usually
stored inside the "Graphics" folder within the Microsoft Close Combat folder.
When a Tiles file is opened, you will be presented with all 1170 terrain
tiles that Close Combat has. The currently selected tile is highlighted in
an attractive yellow color. The index number for this tile is also displayed
at the top of the window (this is useful for later reference as well as for
indexing against the Close Combat data files).
The program operation is relatively straightforward: select a tile and "copy"
it. You can then "paste" the tile graphic into most drawing/painting programs.
Once you are satisfied with your artistic endeavors, copy the graphic and paste
it back in using CCLand. Whee! That sure was fun. 1169 to go!
Special Notes:
==============
SCALING:
When you have finished editing your graphics in your painting program,
you should select a 40x40 region to paste back in. Other sizes will
be scaled to fit, resulting in some distortion.
COLORS:
Close Combat maintains a color palette of 256 colors that it uses during
the game. You will not be able to use colors other than these...
Furthermore, some of the colors are used for a programming technique
called "Color Palette Animation." This is used to make special effects,
such as the shimmering water. If your colors are remapped onto one of
the colors used for this effect, you will notice it during the game.
To help in selecting colors that are in the game, I have included a
palette for use with SuperPaint. I'm not sure how to best import a
custom palette into Photoshop -- any suggestions?
[v. 1.1: For now, I have an "Export Color Table..." command from the
File menu. Use this to create a PICT file with all of the colors in
it. You can then use these colors within your drawing program.
In reference to this color table, the animated colors are the last 5
entries of the 2nd row, the first 4 of the 3rd row, and the blue entry
in the 8th (final) row. Note that all of these entries are blue--they
are used to create the waves and flowing river effects.]
TREES:
Trees and a few other terrains are not simple tiles, but also have
associated sprites for the foliage. The editor does not currently
support editing these sprites... so there isn't much point in replacing
the tree stump graphics.
NON-TRIVIAL EDITING:
====================
CCLand allows you to change the graphics, but does not alter any of the
terrain statistics. To do this, you will need a good text editor such as
BBEdit (you can download BBEdit Light at http://www.barebones.com).
To give a truly custom terrain type, you should not only edit the graphic,
but also the information for the tile, such as the movement rates,
obstruction, and so forth. Ideally, you will want to adjust the LOS file
for maps that use the custom terrain. To do this, you will need to edit
CCCart's tile information database...
The files you will want to edit are:
- Data/Base/Tiles
- CCCart Tile Info
you may want to edit:
- Data/Base/Elements
Editing Data/Base/Tiles:
------------------------
This file is Close Combat's tile database...
The first column of numbers are the tile indices (the same # you
see in CCLand when you select a tile).
The "i0" .. "i15" columns are the ones that you will want to
deal with. The remaining columns are not functional, except for
the "Dam" column. This entry indicates which tile should be
substituted if the tile is damaged (heavy shelling, etc.)
The "i0".."i15" columns are the elements used within the tile.
They are arranged in a 4x4 grid:
i0 i1 i2 i3
i4 i5 i6 i7
i8 i9 i10 i11
i12 i13 i14 i15
The value in each entry tells Close Combat what type of terrain is
in that portion of the tile. For example, Tile #8 (Vertical Stream):
0 13 13 0
0 13 13 0
0 13 13 0
0 13 13 0
If you open the Data/Base/Elements file you will see that element #0
is "Grass" and that entry #13 is "Stream".
SUGGESTION: if possible, construct your custom tiles from existing
elements that already capture the important effects.
(eg, you may want to add a "DeadAndBloatedAnimal"
but you could probably get away with just using the
"DeadAnimal" element (#58).)
Editing Data/Base/Tiles:
------------------------
This data file is pretty well commented as it stands.
(I suggest importing this file into Excel to view it and print it...
although do NOT save it from Excel -- Excel will basically mess it up.
Use something like BBEdit for editing.)
Editing CCCart Tile Info:
-------------------------
This file may be different for future versions of CCCart.
However, the basic item you want to look for is the Tile Information.
It will look something like:
//--------------------------
// Tile Information
//--------------------------
Til LOS Info . . . Type/Fill Editor
Info Name
Index N/S E/W SE (\\) SW
(//) type fill Damaged
&
0 0 0 0 0 0 0 605 // Grass
1 25 25 25 25 0 0 607 // High Grass
2 0 0 0 0 0 0 2 // Dirt
3 0 0 0 0 0 0 3 // Plowed
4 25 25 25 25 0 0 608 // Wheat
The first column of numbers are the tile indices (the same # you
see in CCLand when you select a tile). The 2nd-4th columns are
the LOS entries. They are my own estimate for how much LOS
should be obstructed when passing through a tile in a given
direction. A value of 0 is perfectly clear... a value of
100 will block (actually, this threshold is adjustable in
CCCart Preferences). Intermediate values will serve to contribute
towards an obstructed LOS. Each of the columns corresponds
to a direction of looking through the terrain...
They are: North to South (or vice versa), East-West,
NorthWest - SouthEast, SouthWest - NorthEast.
For example, a horizontal wall will obstruct a North-South path,
but not obstruct much East-West. It will probably obstruct a
lot of the diagonals as well...
(As a note: this is my algorithm for calculating LOS files...
Atomic's is a lot more sophisticated... and several orders of
magnitude slower)
Acknowledgements:
=================
John Anderson (wargamer@atomic.com)
- a much-apprecaited source of information used in several of my
Close Combat editors.
Eckhardt Milz
- motivation for completing this project.
Who I Am:
=========
An EE graduate student, majoring in racquetball (I wish)... but mostly I'm
found in the cleanroom or some-such. (My research is on micromachined
electrodes for measuring nerve activity within the brain cortex. I am
currently looking for a few good volunteers ;-)