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The
Close Combat III Map making Guide
By
NAKED FOOT
Edition
2
NOTE
BY CSO_Sbufkle: This is a great guide. But note that with use of the
3C tool instad of alot of the tools listed in this guide, the map
making proecess may be alot easier for alot of you. April 12, 2006
Contents
What’s
New?
Introduction
Section I: Getting Started
Section II: Making the Roofs and Interiors
Section III: Creating Terrain Elements
Section IV: Creating a Line of Sight File
Section V: Creating the Map Monitor and Overview
Map Files
Section VI: Finishing Off & Problem Solving
Section VII: Other (Useful) Tips
Frequently Asked Questions
Annex A - CC3 Map Dimensions
Annex B - Sources for Aerial Maps
Annex C - Where to find CC3 Map Making Tools
Annex D – Making OVM and MMM Files the Hard Way
What’s
New?
The following
changes have been made from Edition 1.33 of the Guide:
General
*
Added the “What’s New?” section so you know how
this version differs from its predecessor.
* Hyperlinks have been added to the Table of Contents for quicker
navigation (by clicking on the page number).
* References to CC3 map making tools have been hyperlinked to a
source from where they can be downloaded (the links can also be
found in Annex C).
Sections
* Section I: Mapmaking overview to let you know what you’re
in for. Tip added to make element coding easier.
* Section II: Some tips added on getting the most out of Roof Maker.
* Section III: Minor changes.
* Section IV: Minor changes.
* Section V: Re-written to reflect Tirpitz’s new OVMMMM Fix
program.
* Section VI: Section deleted. Paragraphs relating to converting
TGA images to CC3 format moved to Section II. Paragraphs relating
to hex editing OVM and MMM files has been moved to Annex D.
* Section VII: Minor changes.
* Section VIII: Minor changes.
FAQ
* Frequently asked questions (and answers) are now covered in the
Guide.
Annexes
* Annex A: No change.
* Annex B: No change.
* Annex C: Updated and includes hyperlinks.
* Annex D: The old hex editing part of Section VI has been placed
here for people who might like to make the OVM and MMM files the
hard way.
Introduction
The Close Combat series of wargames is undoubtedly the best type
of game in its genre currently available. But what makes this game
even better is that it can be modified relatively easily. This is
not due to the programmers or developers making the game more accessible,
but is a result of the efforts of the Close Combat community who
have managed to unravel its programming mysteries. One of the outcomes
of their efforts was to reveal how maps for the game can be made.
Intrigued with
the idea of making Close Combat II last a bit longer on my hard
drive by extending its life through the addition of new maps, I
thought I would have a go at making a map myself. There were very
few user-made maps available at this time (probably less than half
a dozen) and so there were only a few people around how knew how
to make them. With some assistance, I managed to produce Normandy.
It was a bit rough, but it worked. I have since made about a dozen
maps for Close Combat II and III.
Even though
there are now many more user-made maps available - some of outstanding
quality - how they are made remains a mystery to many people. What
was obviously needed was a map making guide that could show someone
how to make a Close Combat map from scratch. So, using my experience
and the original MAP FAQ by Mick (Xe5), I’ve put together
this guide which shows how you can make a map for Close Combat III.
The guide uses
examples from two maps I have recently made for the Close Combat
III Vietnam mod, the Special Forces camp at Plei Me, and a generic
rice paddies map (that’s them below). These and my other maps
can be downloaded from Naked Foot's Close Combat Maps.

Plei
Me |

Rice
Paddies |
Have fun!
Naked
Foot
May 2000
Section I: Getting Started
1 To make a map for Close Combat III (CC3), you will need the following:
• An idea for a map. This can be based on reality or something
you think would just make an interesting map to fight on. Get ideas
from the 200+ maps made for CC2/3 (a good source is the Close Combat
Special Operations Clan site which has dozens of maps with previews)
or from books, films etc.
• Tools. You will need a number of applications to make a
CC3 map. Fortunately these can be obtained free off the net (you
might want to buy a good paint program though if you intend to do
a lot of map making). The tools are listed in Annex C.
• Some (very basic) DOS knowledge. Some of the tools you’ll
need to use run through DOS. You need to know how to change directories
in DOS and launch programs (very basic).
• Patience and time. Depending on what’s included in
your map and the level of detail, it can take several days or even
weeks to make a map.
• A web host. Why not share your hard work with others? If
you can’t host your map yourself, there are plenty of people
around who are happy to help out. Post a message on a CC3 forum
if you’re looking for a place to show off your map.
2 Each CC3 map comprises six files which you will need to make.
They are recognizable by their extensions. The following table gives
an overview of the file type, what they do and the tools needed
to make them:
| File
Type |
Description |
Tools
Required |
*.BGM |
This
is the main (picture) map file that your units run around
on. |
Paint
program
Texture Maker |
*.OVM |
This
is the medium map which shows deployment areas, victory locations
and other critical information. |
Paint
Program
Texture Maker
OVMMMM Fix |
*.MMM |
This
is the small strategic map that appears in the bottom left
hand corner when you’re playing the game |
Paint
Program
Texture Maker
OVMMMM Fix |
*.RFM |
This
is the roof file which contains all the exterior roof images
and the images for the interiors of the buildings. |
Paint
Program
Texture Maker
Roof Maker |
*.TXT |
This
file contains the terrain elements data (buildings, trees
etc). |
Mapmaker |
*.LOS |
This is the Line Of Site file (a map’s second dimension)
|
Mapmaker
CCLOS
CC3 Elements for CCLOS
|
3 Away
we go. Okay, it’s usually a good idea to start with
a sketch of what it is you intend to do, marking out where buildings,
roads and other key features will roughly be positioned (see
Image 1). Even better would be to use an aerial photo which
looks straight down onto the area you plan to recreate (these, however,
are pretty hard to come by) (see Image 2).
|
Image 1
- Roughly sketch where the main features of your map will
be. This “mud map” was used to make Rice Paddies.
As you can see from the final product in the Intro above,
some of its features changed, but the main aspects of the
map are there: the river and crossing, the rice paddies,
the hills and the huts.
|
Image
2 - An excellent source for
your map are images of actual battlefields, although these
can be hard to locate (see Annex 2 for some help on finding
aerial photos). Especially useful are images that look directly
down onto the area. This is an aerial photo of Camp Plei
Me. The resultant map, Plei Me, was painted directly on
top of the photo.
|
 |
4 Making
the Map Image. Create your map image using a paint program
such as Paint Shop Pro or, if you’re exceedingly wealthy,
Photoshop (okay, so I’m a little jealous of Photoshop owners).
The map size should be in multiples of 120 pixels and no larger
than 2880 x 2040, which is the largest size CC3 recognizes. Save
the file as an uncompressed TGA file. A good starting point for
graphic elements on your new map are existing maps. You can get
these by converting your original CC3 maps (ie the mapname.BGM files
found in your CC3\Maps folder) by using the method and tools described
below.
5 Tip: If your map has buildings, you may want
to paint the map with the interiors of the buildings exposed first
(see Section II on making roofs), and then do the roofs last. I
often do it the other way around, ie, do the map with the roofs
on and then create the interiors later as it makes painting shadows
easier (you know the shape of the roof looks like). Either way,
if your map has a lot of buildings, it’s good to have at least
a copy of the map with the interiors exposed. This will make it
easier when it comes to coding the elements (see Section III), particularly
those that are inside buildings like inner walls, doors and furniture.
Section II: Making the Roofs and Interiors
6 To create the exterior roof image, use the selection
tool in your paint program and marquee the entire roof including
any landscape outside the building as necessary to fit the entire
roof inside the selection area. Buildings flush with the map edges
(ie. at right angles to the edges) should have 1-2 pixels of landscape
included with the roof selection. Buildings angled (ie. not flush)
will have as much exterior landscape included in the selection as
necessary. It is important that you make no changes to the landscape,
including adding shadows, once you select and copy your roofs. At
the point you select each roof to copy, note the corner pixel coordinates
of the upper left and lower right corners (X1 and Y1). See
Image 3. Keep a running list by naming each roof you copy
(eg, ext1.TGA) including the coordinates.

Image 3 - Marquee the area of your building and note the
(X1 and Y1) coordinates.
7 Image coordinates MUST be accurate. If not, you will end up with
a skewed roof/interior image on your map. The most accurate way
of determining the correct coordinates is to note the X1, Y1 coordinates
and add the image dimensions to this (use the view image information
feature of your paint program to get this). This will give you the
correct X2 and Y2 coordinates.
8 The way roofs
work is that you view the .BGM map until teams enter the boundary
defined by the corner coordinates of each building. When they do,
the game imposes the interior image which you will create from a
copy of the copy of the roof. When teams exit the boundaries of
each building, the game doesn’t revert back to the .BGM but
imposes the roof image you have copied. This is so that if there
are dead soldier sprites in the building they will be 'covered'
by the roof image. Otherwise, if the game reverted to the .BGM these
dead men would suddenly be on top of the roof.
9 To
create the interior images, make a copy of the roof (see
Image 4) and 'hollow out' the interior by creating walls
(~4 pixels wide) and adding a floor texture or color (see
Image 5). Roof and interior images MUST be the same size.
Larger interiors can include furniture and inner walls if you wish.
Be as creative as you like when doing interiors. Name your finished
interior image (eg Int1.TGA, etc) and place the roof and interior
image 'pairs' in a folder. I prefer separate folders for the interior
and exterior images.
 |
Image
4
- This is the “external” roof image created
by copying the area in Image 3.
|
 |
Image
5
- This is the “internal” image made from the
“external” graphic.
|
10 Converting
the images from TGA to CC3 format. Once the interior and
exterior roof pairs have been finished, use Texture Maker 3 to convert
them from .TGA to CC3 format. Texture Maker 3 is
a command line tool so you’ll need to open a DOS window to
use it. Follow these steps:
• Place your.TGA files in the same folder as TM3.
• Open a DOS Window [Start Menu/Programs/MS DOS Prompt].
• Set your path to the folder which contains TM3 and the .TGA
files.
• Type: tga2cc [space] ext1.tga [space] ext1 (where “ext1”
is the name you’ve assigned your external roof file). Remember
not to add an extension to the converted file as it’s not
necessary.
• Repeat for all the external and internal images.
11 To create the .RFM (roof), file, use Dreaded88's
Roof Maker. It’s very straightforward (see following paragraph).
Run Roof Maker from the directory where you have your CC3-converted
roof pair images. The program will generate a "map.RFM"
file in the directory it's run from. Rename this and copy to the
maps folder in your CC3 directory when done. Make sure the file
name is the same as the other files for your map and is not longer
than seven characters, otherwise CC3 will not recognize it.
12 After executing the Roof Maker program, you will be prompted for
the following:
•
the number of roofs to be in your roof file,
• the X1 coordinate for your first roof,
• the Y1 coordinate for your first roof,
• the X2 coordinate for your first roof,
• the Y2 coordinate for your first roof,
• the name of the exterior roof file (eg ext1), and
• the name of the interior roof file (eg int1)
13 After inputting the information for the first roof file, you
will again be prompted for the coordinates for your second roof,
and so on.
14 Do NOT remove the headers from the converted image (as you would
do for a CC2 map)! The program will do it for you.
15 The X & Y values are the corner coordinates you noted when
you copied the roofs off the map. X1,Y1 are the horizontal, vertical
coordinates of the upper left corner, X2,Y2 are the coordinates
for the lower right corner.
Section III: Creating Terrain Elements
16 Using your
paint program, convert your finished map from .TGA to .JPG file
format. Use Kwazydog’s Map Maker to specify a terrain element
value and elevation for every 10x10 block of pixels on the map (see
Image 6). Map Maker will output a map.TXT file (where “map”
is the name you give to your map). Output your map.TXT in both CC2
& CC3 formats. The CC3 formatted file (map.TXT) will be used
as part of the map file set in CC3/Maps while the CC2 format will
be used in Vince Viaud’s LOS Maker to create the map.LOS file.
Make sure you back up your work regularly as Map Maker is only a
beta version and is a tad unstable at times.
Image
6 - Kwazydog’s CC3 Map maker is easy to use and
an essential tool.
|
 |
17 Tip: The best way to use this application is
to fill in the details first, such as roads, rivers, houses, etc,
leaving the largest area blank. This area may be the grass or sand
etc. Once you’re ready to fill in this area, select an element
(such as high grass), go to “Edit Options” and choose
“Fill Clear Element with Selected”. After a few seconds
the area yet to be “painted” will be automatically filled
in with the element you selected. Doing it this way will ensure
that every square has an element. If you chose to “paint”
every square yourself, you will inevitably miss some which causes
problems when you run the game later on (see next paragraph).
18 Tip:
You might find, after completing your map, that it crashes the game.
This may be caused by one of the elevation elements being -1 in
value. This can be caused by not assigning an element to a square.
It can also be caused by accident when you select something from
the program’s menu. To make sure this doesn’t happen,
open the TXT file in a text editor (such as Word Pad which comes
with Windows) and make sure there is no -1 value (it’s usually
the first one). If it’s there, change it to another value,
usually the same as the value next to it, and save.
Section
IV: Creating a Line of Sight File
19 Run the finished CC2 map.TXT file that was created by using Map
Maker through Vince’s LOS Maker by using CplFilth's CC3 Batch.
Do this by following these steps:
• rename
the TXT file to mapxxx (eg, map400 - remember to remove the .TXT
extension too).
• place the file in a directory which contains CCLOS.EXE
and the CC3 Batch files.
• run the CC3 Batch file and enter the number of the map
(eg 400) when prompted.
• go and watch a war documentary to get you back into the
mood while the program does the calculations (this could take
up to 45 minutes or more depending on the size of the map).
• rename the resultant .LOS file so that it has the same
name as all the other parts of your map (eg zerstr.los). Remember
not to make the file name greater than seven characters.
• place the LOS file in your CC3/Maps folder with the formatted
map.TXT file.
Section
V: Creating the Map Monitor and Overview Map Files
20 The next
and close to last step in finishing your new map is to create the
.OVM (Overview Map) and .MMM (Map Monitor Map) files by reducing
the full map graphic you created. Proportions between the .BGM,
.OVM & .MMM files are listed at the end of this Instruction
(Annex A). Reduce your full map as necessary. Name the files something
like BGM.TGA, OVM.TGA and MMM.TGA so you know which is which.
21 Tip:
For maps that are not one of the standard sizes listed in Annex
A, the following rules apply to the size of the MMM and OVM files:
• For
the MMM file, the width should always be 160. The height is not
critical.
• For the OVM file, neither dimension can be bigger than
1024 (width) or 716 (height). All you need to do is find a constrained
reduction proportion where both dimensions are below those (ie
1024 x 716).
22 Now convert
the reduced images from TGA to CC3 format using Texture Maker 3
(see how to use this tool under Section II).
23 Once you
have reduced your map to make the MMM and OVM files, the next thing
to do is to run them through another application so that CC3 will
recognize them. This used to be a messy process using hex editing
(see Annex D), but is now very easy using Tirpitiz’s OVMMMM
Fix application. What used to take 15 minutes now takes 15 seconds.
24 Do this by
following these steps:
• First,
place the OVMMMM Fix program in a directory which also contains
your OVM and MMM files.
• Then run the application. This will produce the following
screen (without the data as has been entered in Image
7).
• Next, enter the name of your map, followed by the X and
Y values of the images.
• Press “OK”.
• The files are now ready to use.

IImage
7 OVMMMM Fix is simple to use and saves a lot of time.
Section
VI: Finishing Off & Problem Solving
25 Place all six new map files (.BGM, .OVM, .MMM, .RFM, .TXT &
.LOS] in your CC3/Maps folder.
26 Run CC3 and
in the Scenario Editor/New Scenarios, you should be able to select
your new map from the image roster and create a battle for it.
27 If it doesn’t
appear, then something is wrong (don’t be disappointed if
this happens the first time, it almost always does for me). Here’s
some possible causes and solutions:
• Not all the files are in your CC3/Map folder. Make sure
you have all six files and that they all start with the same name
(eg Pleime.XXX).
• One or more file names are more than seven (7) characters
long (eg Pleime65.XXX) Reduce the number of characters to no more
than seven.
• You can create a scenario but when you go to play it, it’s
not listed. One cause of this is that the map is too large. Make
sure the BGM file is not greater than 2880x2040.
• Roofs appear skewed. This is a very common problem and is
caused by incorrect coordinates. Check the roof’s coordinates
and either re-make the RFM file (this is the easiest way unless
you have heaps of roofs), or edit the coordinates using a hex editor
(this is much harder, but is quicker if you have a lot of roofs).
• The Overview (OVM) or Map Monitor Map (MMM) maps in Scenario
Editor appear skewered or are otherwise completely illegible. This
is most likely caused by incorrectly entering the size of the maps
during your hex editing session. Recheck the dimensions and make
sure the hex conversion is correct, properly reversed and in the
correct place (see Section VI).
• If the map still doesn’t work, try isolating which
file is causing the problem. Do this by renaming your map files
(one at a time) to the name of an existing map which works and is
the same size. Start with, say, the BGM file and make sure this
file works. Next try the .TXT file and see if this works. Keep going
until the game doesn’t work. Then you know which file is causing
the problem. Try some of the above solutions to see if that fixes
it. If you can’t work it out, you can always redo that particular
file from scratch, carefully following the instructions outlined
above.
Section
VII: Other (Useful) Tips
Making Night Maps
28 Night fighting can be simulated very well graphically and, to
a lesser extent (although still quite playable), in terms of game
play. Any map can be made to simulate the effects of night by adjusting
the overall contrast of the map graphics and by adjusting the map
elements to reduce visibility. This guide assumes you will be making
a night map from scratch, rather than converting an existing “day”
map. Nevertheless, the many of the steps remain the same if you
plan to convert an existing map. If you do plan to convert an exiting
day map into a night one, all you need to do is to convert the .BGM
file using TM3 to .TGA format. Once you’ve made your changes,
convert the image back to .BGM using TM3. Don’t forget to
also make the .MMM and .OVM files. However, you could leave these
as “day” maps if you wish.
29 First, complete
the graphics of the map as you would with a standard “day”
map. If you intend the map to portray a moonless night, you may
not want to add building shadows. I would probably advise against
this, however, as some structures without shadows can look very
two dimensional. Once completed, adjust the contrast of the entire
image to an appropriate level. You may also like to readjust the
contrast next to where the windows are in buildings to reflect light
spilling out of the window. (See Image 8 below).
 |
Image
8
- The right side of the image has been darkened to simulate
night by adjusting the contrast in the paint program and
then lightening up certain areas to reflect interior light
spilling outside the building.
|
30 When this has been completed you will then need to create the
roof file as described in Section II. If you are converting an existing
“day” map you will need to apply the same level of contrast
you did to the external roof images as you did to the larger map.
If you don’t do this then your building will have a daylight
colored roof pasted on to your map when your troops leave the building.
Interiors can be made dark (ie lights out) or with light as you
would normally. The choice is yours.
31 Once the
graphics and other elements of your map are completed, you will
then need to edit the Elements.TXT file located in your CC3\Data\Base
folder. You should back this up first so that you can restore it
to play “day” battles. Open the Elements.TXT file with
a spreadsheet like MS Works or Excel. You will then need to add
200 to all the cover values to a maximum of 511. This makes units
much harder to spot when they are in cover. The relevant columns
in the file are headed Cover Prone, Low, Med, High. Add 200 to these
values (to a max of 511). You’re now ready to fight in the
night!
Frequently
Asked Questions
32 Here are some (in)frequently asked questions and answers raised
and answered by Close Combat mapmakers which may help resolve questions
you have about CC3 mapmaking.
Q: Is there any manual using the mapmaker? [no, there isn’t
- NF] I’m a bit confused about elevation and the tree thing.
Is the height of a house added to the height of the ground and how
do you make it look like you troops are under a tree.
A: When you
code a house in the Map Maker, the height is automatically added.
First floor is something like 3 meters above surrounding ground,
second floor 6 meters and so on. Trees are coded with the tree-element,
the game will automatically add a tree sprite in-game (you won't
see the tree appearing in the Map Maker). To make sure that the
tree affects LOS, code the elements surrounding the tree like brush.
In this way the LOS is reduced the way it should be for a tree.
[Thanks Atilla]
Q: I
want to make map with a bridge that explodes like in Close Combat
2. How can I do it?
A. The best
substitute for the CC2 bridge demolition is probably something like
Dreaded88 did on his Trois Ponts map. The bridge was coded in the
Map.RFM & Map.TXT files as being a building having explosives
[eg. CC2's red munitions boxes]. There is no workaround for the
CC2 function allowing teams to move over or under a bridge [which
is why the CC3 version of the Arnhem Bridge map had to be graphically
modified for CC3]. All in all - bridges cant be anything like in
ABTF. [Thanks Mick]
Q: When
in Map Maker I can 'export' in CC2 and CC3 formats. So far, I have
determined that I make a CC2 .txt file and use it to convert the
LOS file. Then I take the CC3 version of the .txt file and use it
to make the actual mapname.txt file. Is this correct or do I use
CC2 type files for everything? I can’t use the LOS program
on the CC3 file.
A: The CC2 map.text
file is only used to generate a LOS file (and you have to rename
the CC2 Map.txt as Map### to run it in LOS Maker). The CC3 Map.txt
file is used 'as-is' with the exception of stray -1 values it can
leave behind, most likely in the first elevation value. Map Maker
3 never got beyond beta before Kwazy lost the source code in a HD
crash so its performance can be kinda funky. [Thanks Mick].
[From GS_Marcks]:
Looks like an invalid element or an invalid evaluation data. check
the text file for -1 elevation numbers, or maybe you use a wrong
element.txt for your cc3 copy.
[From mapmaker
with question]: I did find a single -1 in the file. Thanks for the
tip.
Q: I
downloaded the CC3 map maker. How the hell does it work ? It says
to download a map image, but when I go to my CC3 map files I can't
find the maps. I think it may have to do something with Jpeg files
which I don't have. Does anyone know of a place that teaches you
to make maps [err, yes – NF]. Please someone out there help
me !
A: In the CC3 map-section you will find the maps: they have 6 components
each. The one you need for the mapmaker is the BGM-file. You will
need to convert it to JPG-format first; the mapmaking-guide will
tell you how to do that. [Thanks Atilla].
Annex A - CC3 Map Dimensions
Map Name Tile Size BGM Size OVM Size MMM Size
Berlin 1 72x45 2880x1800 1044x640 160x100
Berlin 2 63x51 2520x2040 884x716 160x129
Izyum 1 66x45 2640x1800 1024x698 160x109
Izyum 2 66x45 2640x1800 1024x698 160x109
Izyum 3 66x45 2640x1800 1024x698 160x109
Kharkov 1 66x45 2640x1800 1024x698 160x109
Kharkov 2 66x45 2640x1800 1024x698 160x109
Kharkov 3 66x45 2640x1800 1024x698 160x109
Korsun 1 66x45 2640x1800 1024x698 160x109
Korsun 2 72x45 2880x1800 1044x640 160x100
Korsun 3 66x45 2640x1800 1024x698 160x109
Kursk 2 72x51 2880x2040 1010x716 160x113
Kursk 266x45 2640x1800 1024x698 160x109
Kursk 3 66x45 2640x1800 1024x698 160x109
Lvov 1 66x48 2640x1920 984x716 160x116
Lvov 2 66x45 2640x1800 1024x698 160x109
Lvov 3 66x45 2640x1800 1024x698 160x109
Moscow 1 66x42 2640x1680 1044x651 160x101
Moscow 2 66x45 2640x1800 1024x698 160x109
Moscow 3 66x45 2640x1800 1024x698 160x109
Red Square 66x51 2640x2040 926x716 160x123
Stalingrad 1 63x51 2640x2040 884x716 160x129
Stalingrad 2 72x51 2880x2040 1010x716 160x113
Stalingrad 3 72x51 2880x2040 1010x716 160x113
Vistula 1 69x45 2760x1800 1044x668 160x104
Vistula 2 66x48 2640x1920 984x716 160x116
Vistula 3 69x45 2760x1800 1044x668 160x104
Annex B - Sources for Aerial Maps
National Archives
You can either go there in person (save up some money if you live
outside of the US) or hire someone to do research for your topic.
http://www.militaryunits.com
They actually
have a listing for “in stock” materials which require
no research fee...only cost of print.
Archival Research International & Pike's Military Research
James (Jim)
Parker II, VP of Photo Operations,
Double Delta Industries, Inc., and
Photo Operations Office for
Archival Research International & Pike's Military Research
1920 Daisy Road, Woodbine, Maryland 21797, USA
Phone: (301) 854-5135 Fax: (301) 854-5136
E-mail: DoubleDelta@aol.com
Jim is the contact
person for’ http://www.militaryunits.com’s photo research.
If you don't see what you're looking for at the above website...contact
Jim.
ASL/HASL Maps
These maps were
created for the ASL system based on photographic research. Atomic's
Stalingrad #2 & # 3 maps used Avalon Hill's Red Barricades map
as a guide. There are many HASL maps by a) Avalon Hill b) Critical
Hit c) Heat of Battle covering Stalingrad, Normandy, Berlin, Tarawa,
Cassino and El Alamein
After The Battle
After The Battle
publications. The magazines are good...the books are fantastic.
Books exist for Normandy, Berlin, Bulge, France '40.
See Also:
http://members.xoom.com/flak88/games/asl/maps4asl.htm
The above link
lists all the maps so far and has computer images...note: these
are not the actual maps.
Annex C - Where to find CC3 Map Making Tools
Point your web browser to the following addresses to download the
tools needed to create Close Combat 3 maps. Most of these files
are quite small with the exception of KwazyDog’s Map Maker
program which is about 4mb and image editors are generally fairly
large.
• Texture Maker 3 by Tin Tin - http://members.xoom.com/CloseCombat/
• ccLOS by Vince Viaud - http://members.xoom.com/CloseCombat/
• CC3 Elements for ccLOS by CplFilth - http://www.student.oulu.fi/~psaastam
• Roof Maker by Dreaded88 - http://www.clubssi.com/d88/tools/index.html
• Map Maker by KwazyDog - http://www.clubssi.com/rgretz/CC3MM.zip
• Hex editor such as - www.hexedit.com or www.ultraedit.com
(not needed if you use Tirpitz’s OVMMMM Fix application).
• Image editor capable of saving as 16 bit .TGA such as Paint
Shop Pro - www.jasc.com
• OVMMMM Fix by Tirpitz – http://www.closecombat.org/Ox/mmmovmfix.zip
• Batch files for converting bulk TGA files to CC3 format:
http://www.intrepid.net/~mcconmy/TM3bats.zip
Annex D – Making OVM and MMM Files
the Hard Way
The converted .OVM and .MMM files need some slight hex editing of
their headers to make them work. Use a hex editor like Hex Workshop
which are available freely on the net.
What you need to do is
• multiply the file’s WxHx2 (width x height x 2 dimensions
of your .OVM and .MMM files.
• Use the hex editor’s Base Conversion Tool to convert
the result from decimal [base10] to hexadecimal [base16]. eg. 160
in decimal = A0 in hexadecimal.
• Take the hexadecimal value and reverse it. For example,
a .MMM image with the dimensions 160x109 would have a WxHx2 decimal
value of 34880.
• The hexadecimal value of 34880 is 00 88 40.
• Reversed, the hex value becomes 40 88 00.
• This value needs to be input in the .MMM header (the first
16 bytes of the file) beginning at byte 5. The finished .MMM file
header will then read:
• 4D 41 50 49 40 88 00 00 A0 00 00 00 6D 00 00 00 (see image
7)

Image 7 - This is the .MMM file from the Rice Paddies map. The file
dimensions have been inserted at the 5-7th bytes
Do the same
for the TM3 converted .OVM file.
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