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   MAKING A MAP: Coding Your Map

 

IMPORTANT

ONCE DONE THIS PAGE IT IS STROGNLY RECCOMENDED YOU LOOK AT THE CODING EXTRAS PAGE WHERE TWO EASILY USED FEATURES OF 3C ARE SHOWN WHICH WILL MAKE YOUR MAP FAR BETTER!

BY DEFAULT 3C IS SET UP TO CODE FOR CCIII, TO LEANR HOW TO CODE FOR OTHER VERSIONS CLICK HERE.


By the time your done this section, you will then be completely able to make your own fully functional Close Combat map. Using 3C, we will make the last 5 files needed.

NOTE That the default setting for 3C when you unzip it, is for a CC3 map. In this guide we are MAKING a CC3 map. If you want to know how you can change this to another version of CC, please look in 'FOLLOW UP' section.

 

IMPORTANT

If you cant get 3C to open, it may be because you don't have Java Virtual Machine installed. If you don't or don't think you do, please download it from the same page you downloaded all the other files for this guide BY CLICKING HERE.

 

Go into the 3C file you unzipped 3C into. Click on the '3C.exe' file to start it. (4th one down on the graphic below)

When you start 3C it should look like this: (Shot is scaled down)

Now click file / open image

We need to path to open the 'out.tga', which we placed in the 'Groof2' folder. Once you find it & click it after a few seconds you will see this: (Scaled down again)

Lets focus on the two pallets you see on the left of the image itself.

These are the two palettes that drive 3C. Ill break these down.

 

VIEWING TOOLS

 

NOTE

Each of these buttons in Viewing tools, has 2 choices. When you see a button says something, example - Grid off, that means by choosing that button you change your setting TO Grid Off. Whatever that button says, that means you are currently set on the 'other' choice for that particular button, in our example it says 'Grid Off' you are on 'Grid On'.

Grid off - Toggle this to view the overlay grids. I prefer not to use them except when coding a precise are such as multiple buildings. Its really a preference.

ABOVE IS GRID ON

ABOVE IS GRID OFF

Hollow - this toggles between solid & hollow. When you code elevation or element, the area in that grid you have coded shows a colour, solid or hollow. Again a matter of preference. I prefer solid. When this bar says 'solid' you are on 'hollow', when it says 'hollow' you are set to 'solid'.

ABOVE IS SOLID CODING

ABOVE IS HOLLOW CODING

Show Image - You toggle this to hide or show your image. I personally don't know why you'd want to not see your image, but hey, I'm sure somebody out there does.

Elevation - This toggles between elevation & element coding. YOU MUST CODE EVERY GRID ON YOUR MAP WITH EACH 1 ELEMENT & 1 ELEVATION CODE. When this bar says 'elevation' you are on 'element', when it says 'element' you are set to 'elevation'.

Gradient - This changes the allocated coded areas from colour's to gradient. I really have no idea why anyone would use anything BUT colour. DONT code with gradient, especially for newbie's.

 

PIANT TOOLS

 

NOTE

Unlike viewing tools, the buttons in paint tools don't have alternate choices. With these buttons you choose what settings you want & they highlight a darker colour to show what its currently set at..

Paint - This setting means you paint anywhere on the map & will even paint over whatever what painted on previously. Its a dangerous setting!

Paint Behind - This allows you to paint only over grids that haven't already been allocated. Most mappers use this so you don't mistakenly paint over something you have already coded & didn't want to paint over!

Erase - When you are set to this, your brush erases instead of paints.

Fill - This saves alot of time when you have a large area to fill in the same single element. You will be shown how to use this in the 'FOLLOW UP' section.

Line - This allows you to make a straight line of coding which as you code, shows you how far a distance you are going. I have NEVER used this in over 150 maps I have made.

Ruler - This will let you measure the distance on your map. Don't confuse it with the 'line' setting, the line setting codes at the same time, ruler doesn't.

Small Brush - This setting mean you paint the grids one by one.

Big Brush - This setting allows you to code 5 girds at a time, in the pattern shown below

.

 

IMPORTANT!

You can drag these pallets anywhere on your screen so they aren't in your way of a particular area your working in! Left click & hold the area where it says 'Paint Tools' or 'Viewing Tools' & let go the left click once you have dragged it to where you want!

 

As mentioned earlier on this page, you have to code every grid on this map twice. One for elevation, one for the element itself. Don't kid yourself, each of these is equally important. Sloppy coding or weak coding means an inferior map, or at least a map not as good as it could be.

 

NOTE:

Because this is a beginners guide, The elevation coding will be simple, I don't want map making to be intimidating. But that maps normally have more complex elevation coding.

 

Now lets make some map files!

You have opened the 'out.tga'. Now lets make 3 of the 5 files we need.

On the top tool bar select Import/Export / export

This is where we export 4 of the 5 files 3C makes. At this point, as I mentioned, we can make three.

  • bgm
  • ovm
  • mmm

Choose BGM on this drop down.

Save it as 'MyMap' pathed to the 'MyMap' folder where you already have put your roof file.

NOTE

Unlike the roof file, you don't have to manually type the extension 'bgm' as you had to 'rfm', 3C does this for you!

When done then repeat the process but on drop down choose ovm, then mmm. Each time saving the files in the same 'MyMap' folder, with the EXACT same name. (Make sure the name matches EXACT. Case & all!)

You'll then have this in your map file when done these 3:

Now we only have 2 more files to make. Mind you these are the time consuming ones! But don't worry, its more tedious than difficult. The more maps you make, the quicker you will get at this as well!

Were going to code 'elevation' first.

By default, 3C starts the coding on the element table, so in Viewing Tools click the fourth button down which says 'elevation'. (As shown below)

When you click it, you will see this:

That button now says 'elements', that means what you currently are going to code is 'elevation'.

 

Now on our simple little map, we only have three hills & the rest is flat. Although in the real world, an outdoor area as this is not really truly flat. Because this is an exercise in how to make a map & its tools, this area WILL be flat.

Now look at this area which is in the top left hand corner of your 3C program:

The area on the left where the '0' is shows that the current elevation level is set at. So what you paint will be set at whatever number is here. In this case '0'. Every number up represents .5 meters. So if you set this number to 4, it means whatever you code with that will represent 2 meters of elevation height.

To the right is a snapshot of the grid your mouse is over, in this case it tells us that the element has not been assigned. Underneath that it shows '#', which had the element been allocated shows what number on the element chart that element corresponds to. The 'Height' area shows what elevation that grid is set to.

NOTE:

Here's a golden rule in coding elevation & elements. There usually is one dominating element & elevation height on a map. On our map that will be the element 'field' & elevation '0'. THESE ARE CODED LAST! Once all the other different elements & elevation heights are coded in, theses a cool feature that will add these last 2 'abundant' things. So when you begin a map, not the domination element & height & DONT code them. Code everything else first!

Different maps require different ways to code elevation. Sometimes you may code the lowest level to highest, some times vice versa. I tend to code from highest to lowest. To code from lowest to highest is usually better when you have a REALLY big array of different heights to make.

Lets look at our map again. There are three hills as mentioned before.

Lets first decide how big the biggest hill or hills are on this map.

Its all up to you, in this case I have decided that hills 1 & 2 will both be 6 meters high, hill 3 a bit smaller at 4.5. That means the highest point of 1 & 2 will be set at coding number '12' while hill 3 set at '9'. The flat area of the map will truly be flat set at '0'

Lets elevation code hill 2.

First lets look at the paint tools.

Set your bush at 'small brush' & 'paint behind'. simply click on those two & they should highlight to a darker colour. Should look like this:

Although I mentioned I like to code with the grid off, for newbies Id suggest grid on. By default, 3C has the grid on. If for some reason you have it off, in the view pallet toggle it on. (First button)

Now focus in on hill 2.

The entire hill doesn't fit on my screen, so well pan down when coding.

First well set our elevation at '12'. You od this by using the 'nudge up' & nudge down' buttons to the left of the window that shows you elevation, or you can type it directly in that window, either way change it to '12':

Now the very top of the hill, 'the spine' as it were needs to be coded with '12'. We have already selected small bush, if you really want this top area wide, you might use the big brush, but we wont! The spine needs to be where the light side & the dark side of the hill meet.

Now on your discretion code '12' on the spine of the hill. Remember it doesn't start right where the hill starts on top. The hill rises up & only peaks at 12! Sop use your judgment on where to start this.

I get this: (From now on the examples wont have the grid on, I think you'll see the picture better!)

Now working from the middle, we make the elevation lover & make another ring around this top one. Its up to you since its your map on how 'quickly the elevation gets to the base. (That will be level ground or '0') you can make rings of '10' to '8' to '6' to '4' to '2', or thinner rings descending at one number at a time. UP TO YOU. Try do do it logically.

 

IMPORTANT

While you can change your brush setting to 'big brush' to finish the hill, DONT CHANGE THE PAINT BEHIND SETTING!

Here's my progression:

I jumped by increments of one & even two. Its all up to you. Now do the other 2 hills. REMEMBER HILL 3 ONLY IS SET TO 9 AS MAX HEIGHT!

 

Once your done the hills we can then code the 'core' level of this map.

Se your elevation height to paint at '0'

Select edit /; fill unassigned w/ selected, (As you see below)

You'll go from this:

To this:

Again, in real life, the ground wouldn't be 100% flat. But were just giving you a basic lesson here. Although Ill say there are HUNDREDS of CC maps that code flat elevation like this. Its up to you.

Now lets save this before we code the elements.

Select file / save txt,

Save this file in the 'My Map' folder, save it as 'MyMap.txt', the extension is added in automatically.

NOW SAVE A DUPLICATE COPY CALLED 'MYMAP1.TXT'

Why save this duplicate copy? 3C can crash. Alot of time can go into coding so to lose the txt file where all the coding is kept, is a crappy thing to happen. BACK IT UP!! Trust me!

 

Now in the 'Viewing tools' menu select 'elements'. Your screen will now be clear of any assigned blocks.

If you hover over the map, you'll notice the 'Height' area on the top left bar shows you what elevation level you have coded at.

 

 

IMPORTANT

When coding elements the top left hand area of 3C has the following which you need:

The top drop down is category header. By default is is set at all. Such categories as 'terrain', 'foliage' & various others exist.

The bottom drop down is more specific item in a category. 'Terrain' will have things such as, 'courtyard', 'field', 'dirt', ect ect.

I suggest you go through these lists, best to use 'All' & see them all in one, so you can know what your coding options are. Note which ones you will need for your map, its up to you.

 

We will start at coding the buildings.

Focus on either tower.

In top window of the element drop downs, select 'wood structure'

In the lower select 'Wood door L3'

'L3' Stand for level 3. 'L2' stands for level 2, otherwise its ground level. Because there are towers, these ARE elevated. I decided to make them L3 instead of L2, its up to you.

Now we still have our brush set as 'paint behind' & more importantly 'small brush'.

Now on your tower, paint in where you want your 'L3 door'. Because this is a small building, Ill allocate one single block to it.

Now using that lower drop down lets finish the building. Note that the walls, windows & floor all have to be noted as 'L3'.

I'm actually making no walls & all windows all around it. This is a lookout tower afterall! What you do on your tower is up to you!

It looks like this when I'm done:

IMPORTANT!

Sometimes an element grid is not the same size as what you have painted. In the picture above, you see the top of the tower, the railing, still shows. If I allocate that area as part of the tower, it then overlaps part of the ground as well. This is something we cant work around. Its up to your & your judgment how you want your map to function with this. You can see in the above example I have decided NOT to code this thin area.

Now lets focus work on the angled buildings, there's a slight difference.

Because were on an angle, its not as easy as the tower.

You are still in 'Wood Structure' in lower window select 'wood door'.

I will make sure I have the grid on to paint these elements, you'll see why in a second.

I paint in where I want my door.

 

IMPORTANT:

Because we don't have highly detailed interiors, we can code on the roof in this case. If you have detailed interiors with door opening s & window sills, save your TXT file, & open the 'in.tga' to see the interiors better so you can code more accurately. DONT FORGET TO SAVE YOUR TXT FIEL FIRST THOGUH!

Again, Ill paint in where I want my door.

Now, as mentioned in the coding of the tower. Element grids don't always line up to whats painted underneath. Those decisions of what to code one particular grid are up to you.

Look at the two elements I have coded as 'wood door'. They may seem fine to you. But because they are on an angle we have a problem, the LOS as it works, is capable of shooting through the door as if it wasn't there on a particular angle. See below:

It has to be solid.

THIS IS SOLID:

The exterior walls are a solid unbroken line all around. On the angled building, the door has a gap as the door elements don't meet horizontally or vertically.

You would have to code the exterior elements of the building like this.

You can see that an 'LOS arrow' cant find a way through these exterior doors, walls & window elements.

So understanding that, finish coding the building.

COOL! Now finish the other 3 buildings & the other tower.

 

Time to code the trees. These are the tree sprites which will appear to correspond with the shadows you painted on. These are found ONLY in the 'Tree' category, there are no sprites in the 'foliage' category.

 

 

IMPORTANT

TREES!

Now remember that there are different tree shadows of various sizes you painted with the tube tool. That means you use different sized trees & tree types. 3C is equipped with many trees, the following are good for our map. Big Carnivorous Tree (5 types) Small Carnivorous tree (2 types) Carnivorous tree (3 types) Big Tree (5 types) small tree (2 types) & finally tree (3 types) Mix these up as you see fit & try to match them as you can with the shadows. Don't be worried if the element doesn't line up right at the tip of the shadow where the truck ends, it wont show!

KEY KEY KEY KEY POINT!!

Tree elements CANT touch each other directly on horizontal or vertical level, see below:

In this area I have three tree shadows. However tow tree elements are touching. The map will crash.
Same map, but none of the tree elements are touching directly on a horizontal or vertical direction, this map is coded properly!

Now paint those trees in, take your time, mix it up & it will look better than just throwing them on.

 

Essentially the other elements are straight forward. You find what you need in the right category & paint it in place. That means for this map you have 'dirt road' (for the path) bushes & brush, for the hills you can use 'steep slope', explore what you want & have fun.

REMEMBER THAT THE MAIN ELEMENT IS FIELD. FILL IT IN LAST THE SAME WAY YOU FILLED THE '0' ELEMENT!

Now, you have coded the element file, save the txt file, DONT FORGET BACK UP COPY.

Now the last step using 3C.

Select Import/Export / Export / LOS-file

Save it as 'mymap.los', you don't need to add extension & add it to 'MyMap' folder with all the other files you made.

Now, your computer is crunching the LOS. This may take a while. Sometimes a few minutes, sometimes literal hours. Depends on your system &/or map size. I wouldn't recommend doing anything else on your computer when this is in process, make it take longer to make the file.

You will see this along the top bar is it crunches.

Now eventually it finishes, you will see something like this!

YOUR LOS FILE IS DONE! YOUR MAP IS DONE!

(It wont always be as quick as 43 seconds to make an LOS file by the way! ;) )

 

You can now test your map!

I now strongly recommend you read 'Follow Up' to learn a few more things!

NOW YOU KNOW HOW!