Version 1.1.0 Beta Modding Build is available! (Full Version)

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PipFromSlitherine -> Version 1.1.0 Beta Modding Build is available! (2/18/2020 5:19:26 PM)

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/discussions/0/3563973712301593096/

Looking forward to your feedback and creations!

Cheers

Pip




Blond_Knight -> RE: Version 1.1.0 Beta Modding Build is available! (2/18/2020 6:25:46 PM)

Looking forward to it being available without Steam.




nikolascc -> RE: Version 1.1.0 Beta Modding Build is available! (2/18/2020 6:35:45 PM)

agreed.




PipFromSlitherine -> RE: Version 1.1.0 Beta Modding Build is available! (2/18/2020 7:21:54 PM)

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




Nomada_Firefox -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 7:00:06 AM)

Thanks. I am checking it. But I would like a FBX model from each type as a example. Everybody will need it.




PipFromSlitherine -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 2:38:22 PM)

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.

Cheers

Pip




brett2525 -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 7:20:43 PM)

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 -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 7:44:49 PM)

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




ineffable -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 8:46:07 PM)

quote:

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.




Nomada_Firefox -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 9:09:54 PM)

quote:

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 -> RE: Version 1.1.0 Beta Modding Build is available! (2/20/2020 9:40:02 PM)

Thanks, gents.




zakblood -> RE: Version 1.1.0 Beta Modding Build is available! (2/21/2020 6:38:12 PM)

maybe just me, but atm i can't see a water tile either?




zakblood -> RE: Version 1.1.0 Beta Modding Build is available! (2/21/2020 7:02:28 PM)

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]




ineffable -> RE: Version 1.1.0 Beta Modding Build is available! (2/21/2020 7:33:28 PM)

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.




benpark -> RE: Version 1.1.0 Beta Modding Build is available! (2/21/2020 8:52:35 PM)

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.




PipFromSlitherine -> RE: Version 1.1.0 Beta Modding Build is available! (2/21/2020 10:02:06 PM)

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




SteveMcClaire -> RE: Version 1.1.0 Beta Modding Build is available! (2/25/2020 6:06:08 PM)

Also 'Scorched Earth' and 'Minefield' ground terrain types aren't used in TBF. I will clean these up.




Bradley62 -> RE: Version 1.1.0 Beta Modding Build is available! (2/28/2020 4:13:18 AM)

nvmd




ineffable -> RE: Version 1.1.0 Beta Modding Build is available! (3/7/2020 12:48:48 AM)

v.1.1.1 - using Mods folder works as expected

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

[image]local://upfiles/69269/54D3851DDE5C42D69F43E1B6326FFA49.jpg[/image]




PipFromSlitherine -> RE: Version 1.1.0 Beta Modding Build is available! (3/9/2020 2:55:08 PM)

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?

Cheers

Pip




ineffable -> RE: Version 1.1.0 Beta Modding Build is available! (3/10/2020 8:46:58 PM)

Repeatable on the Bou Chebka map in stock, old and new custom scenarios using std. play flow. Have a feeling its related to the map editor, possibly going back to when I was testing placement on all the 3D objects. Persists after reinstall.

Oversized camel in the editor:


[image]local://upfiles/69269/AB8FEB344F374F66A0BC9CFF513D1F9D.jpg[/image]




PipFromSlitherine -> RE: Version 1.1.0 Beta Modding Build is available! (3/11/2020 5:15:40 PM)

We found the camel eventually and it will be fixed in the next update. Thanks a lot of the extra info.

Cheers

Pip




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