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difference at bullet hole grouping

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4 years 1 day ago #1569 by Higgins
thanks for all your effort.

and yea its a cosmetic thing.
atleast that is what i always have thought.

and i never wanted something what was accurate like a laser.
i mean i never had problems to place my shoots were i wanted.
everything is fine on the balistic side plus i have changed almost everything i could or what was important in my opinion to get more variation on the guns beside only the look.

sure its not very realstic to place many bullets into the same hole.
but this pattern with same space over and over again either.


i noticed all the rpm of suspect weapons are pretty low and dosnt represent their real model/type.
(even some swat weapons have low rpm not all some were already correct like the mp5)
and suspect ak47 used to have 223. caliber which i also changed to 762X39.
mb they wanted to be more user friendly > to avoid some frustation. idk
sometimes i had that feeling looking at all the stats.

its been a while when i worked on them so dont get surprised if something wrong what i said/wrote.



there is another cosmetic thing i forgot about.
it just crossed my mind while reading.
not lookin for a solution atm so plz dont overwork yourself.
i am already feel kinda guilty keeping you busy with that cosmtic stuff.

if one "bullet" penetrated multiple layers, not all of them show entry/exit holes.
here is an example which should better explain what i mean.

layer 1 has entry and exit hole
layer 2 has non of them
layer 3 has entry and or exit marks.

did they made this to save some memory or is ther some other reason?
i didnt made extra tests or something just noticed it sometimes.

sorry for drifting bit off the topic

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4 years 1 day ago #1570 by Copy-Cat
Interesting find on the layering of materials.
There are quite a few combination of materials that can be layered at any given time any given map. I will run a few test to on my bullet decal test map to see if I find any that stand out.

Do you have the FAQs folder installed in your Swat folder?

Unzip into your Swat 3 directory

This file contains the FAQs folder usually installed on most Swat 3 installations.
Used as references, descriptions, and explains the uses of the common moddable files for Swat 3.

If you need answers, most likely you will find them in these easy to open HTML help documents.

Good stuff if you are into modding, mapping, creating new skins, camos and new models.

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3 years 11 months ago #1594 by Higgins
i have only one FAQ folder in my game which contains 3 more folders
1#modselectorFAQ
2#multiplayerFAQ
3#tgotyFAQ

but there is nothing to unzip.

furrycats FAQ is the only one i can unzip but it wasnt included in the game ofc.

COG FAQ would be more interessting for me bc i dont have it.

i am not that big into modding.
but i changed most of the files which i could edit with a simple text editor like i mentioned before

if i had the feeling i could find the answer inside a faq i would not ask.
mb it is there but not clear enough for me to understand.

faq describes mb how to change/ repalce or how to edit decals and were they can be found ect ect
but not about the missing layer for example.
or about the hole pattern.
dont think they would help me
beside i already have read them long time ago if furrycats faq is meant.

btw all tree layers can be the same material on my example were the one in the middle dosnt leave a mark..
its not like that the material between never would show decals/holes.
it would in a "normal" case.

anyway thanks for the tipps

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