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SWAT 3 - LAST RESORT GAME MODIFICATION


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Replacing more textures through Last Resort

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4 years 3 weeks ago #1290 by PepeSilva
I noticed that in the Last_Resort_v0.7.zip not all textures for all levels are replaced.
I wanted to add my own textures for the other levels but do not know their exact folder name.
What folder do I have to create for MISSIONE.zip?

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4 years 3 weeks ago - 4 years 3 weeks ago #1291 by Slippery Jim
I moved the thread into the map construction. I should rename this section to map editing and construction I guess.

You mean you want to help make new textures for Mission E - Hollywood Hills?

The remaking of textures is an ongoing process. Unfortunately since NeuWon multiplayer showed up I have only had the time to focus on that and haven't worked on new textures in a long time. There are so many textures still to be done and would love help. Personally I can't wait to get back to making new textures since it can be a lot of fun when the texture works.

What I do when working on new textures is make a folder in the MODS folder and call it something like "MissionE_New". The name of the folder doesn't matter really. It is only temporary name while you make the textures. I then dump all the original Mission E textures into that folder and start modifying them. With the mod activated you should see them in game when you run the map. Keeping the original texture names is essential.

Note: Sometimes there is an odd priority conflict with Swat 3 and the new textures don't show up. It doesn't happen very often though.

I really should post a guideline for people wishing to help out with making new textures or content for the mod. I will try to work on it today.

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4 years 3 weeks ago #1293 by PepeSilva
So you say I just have to make a folder and stick to the file structure / name? If so I'd totally love to help you out with the textures if you don't mind. Got enough to photoshop some stuff and make the game more pleasing to the eye :)

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4 years 3 weeks ago - 4 years 3 weeks ago #1295 by Slippery Jim
I am working on a guide for submissions:

www.swat3lastresort.info/index.php/lastr...line-for-submissions

It is a work in progress.

You can call your sub folder anything you want in your Swat 3's mod folder. It is just for you to help remember in the future what is in it while you work on it. You will activate that folder just like any other mod with the Mod Manager (hopefully the one in the Last Resort Launcher).

Keeping the original texture names is critical! You can't change the texture filenames if you want the game to replace the old texture with your new one.

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4 years 3 weeks ago #1296 by PepeSilva
Good news and bad news. I was able to replace all of the normal textures for the Brenner map. I used Gigapixel A.I. to upscale the textures and only a few need some minor touch-ups. But tga files will crash the game.

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4 years 3 weeks ago - 4 years 3 weeks ago #1298 by Slippery Jim
Ya, .TGA files were covered in the guide for submissions thread:

www.swat3lastresort.info/index.php/lastr...line-for-submissions

The only thing not mentioned is that Swat 3 uses the Alpha layer in .TGA files.

From our limited experiments using automated texture upgrade software didn't generally give the quality we hoped for. I imagine some textures though would be good candidates for such a process.

Having said that, still interested in seeing what you can pull off. Perhaps a combination of software upgrade and selected textures created with Photoshop would help us improve the Swat 3 textures faster. There might be a "sweet spot" that works

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