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Do you Have a New Idea for a mod? (Post it here)
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Moderators: Copy-Cat, Slippery_Jim, Beckett, Junkyard_Dawg
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Slippery_Jim
Wed Jul 10 2013, 02:53pm

Registered Member #30
Joined: Wed Nov 24 2010, 06:40pm

Posts: 159
Here is a quick and dirty mod to make the dynamic speed 3/4 of the normal dynamic speed. Only works in LAN games of course as a drop-in mod.

Download the 3/4 Dynamic Speed Mod

Feel free to modify it any way you want.


[ Edited Wed Jul 10 2013, 02:56pm ]
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UT
Mon Jul 22 2013, 02:11pm
Registered Member #1976
Joined: Sun Jul 14 2013, 08:46am

Posts: 4
I want arrest criminals by a sword or a blunt instrument or punch action.
A limited range weapon that held in a person's hand.

And I want JUMP action.
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johncage
Tue May 27 2014, 05:08pm
Registered Member #2412
Joined: Mon May 26 2014, 07:53am

Posts: 9
ability to break the polgyon limit so we cna put in higher poly officer models
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Copy-Cat
Wed May 28 2014, 09:39pm

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
The tested polygon limit for characters is 5000 polys which is plenty enough head room to create what we are looking for, as a test I guess I could port over a Swat4 model into Swat3.

This model is the Swat4 Officer Model In Swat 3,
Polygons = 2360



a few tweeks and it will be ready for use... With only 2360 polygons there is still enough room for improvement. It doesn't take much to improve the models, I feel the problem is not that you don't have a 3d modeler to do it, the problem is there is no leadership within the officer skins upgrade project. Someone that approves and provides ideas to the new skins, and not from a technical 3d modelling standpoint but in overall design.

Me and beckett work well in our projects because he researches and provides image references of the objects 3d objects I am to create.

[ Edited Thu May 29 2014, 12:14am ]
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johncage
Fri May 30 2014, 06:57am
Registered Member #2412
Joined: Mon May 26 2014, 07:53am

Posts: 9
i feel we could just port models from modern games, but those are usually like tens of thousands of polygons. and maybe thousands of polygons on second lod, but usually details like fingers all ruined there.

i have used steel painter's excellent models. but what i really would like to see is something like this:

http://upload.wikimedia.org/wikipedia/commons/e/e6/SWAT_Officers_1.jpg

[ Edited Fri May 30 2014, 06:58am ]
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Copy-Cat
Fri May 30 2014, 02:51pm

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
Please share the Mods from SteelPainter, he was going to upload them but never got around to it.

We should get a list going of compatible models from other games. By compatible I mean that fits and resembles swat style uniforms. Then, port them all into swat to test the limits..

I will have to take apart painter's models to see if anything was changed on the models or was it all texture.

I like that image too....

If you think about it, There are 4 Parts
  • Helmet
  • Vest
  • Pants
  • Boots

The face and neck are mostly covered in Kevlar.

A few years ago I created a model for SJ and the last resort mod, never got used. If I find an image I will repost




[ Edited Fri May 30 2014, 06:04pm ]
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DarkSynopsis
Sun Jun 01 2014, 02:05am
Registered Member #2087
Joined: Wed Sep 18 2013, 04:09pm

Posts: 8
New officer models are nice but that still only takes the game so far, would be nice to see a current SWAT map fully re-textured to the new standards Last Resort allows so you can get a comparison between the two.

I've not really sat down and played any SWAT3 for awhile, I've installed Last Resort but to me the main thing it does right now is let me have higher resolutions in the Menu, I've seen the odd redone texture but you don't really get to see the big picture when the rest of a level still looks like it did.

Also what is the polygon situation like with Weapons? I mean having a nicer looking officer holding a crappy weapon model is not exactly going to look great, I will admit I've not tried the new PPK and Magnum mods to see how they hold up.
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Copy-Cat
Sun Jun 01 2014, 07:24am

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
I am currently working on a map, but could start looking into updating a standard map's textures. The image you speak of, is it the one of the Bank banner? if so, the idea behind updating the textures will be a long and and tedious process of matching textures to the original, either by using textures from other games or actual images taken from a camera.

The Last resort mod does IMO a bit more than you described, the ability to use 1024 on maps, and characters, guns is already present in the new mods, missions, characters for swat 3.

The project needs a manager, to maintain progress..

The guns are no different than the officers, I am confident that we could achieve a higher poly gun as well, as a test I ported over a COD4 gun, I believe its the M4, into swat and it didn't complain, polygon count and LOD on the weapon as I recall is about the same as the Magnum and PPK me and beckett created. I would have to search for the mod, and take some screenshots.



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DarkSynopsis
Sun Jun 01 2014, 08:40am
Registered Member #2087
Joined: Wed Sep 18 2013, 04:09pm

Posts: 8
I have seen the thread about the Tenement Map port from SWAT4 to 3, can't say I really played enough SWAT4 to be excited for the map but I'm interested how it turns out, would all the Static Meshes from SWAT4 make it over to 3 and look the same? I'm curious to how close the map could end up looking.

I will fully admit I've yet to play any of the Maps or use any of the Mods that use Last Resort, The aim of Last Resort has always come off to me as updating the Base Game which does not seem much has been done yet, I have seen the banner texture on the Last Resort site itself but not in-game, I fully understand that updating textures is no small task but having a video of "Before" and then an "After" with a whole map updated along with models could really show of the difference.

I will be sure to check out the Magnum and PPK to see how they turned out in-game, nothing here really shows them off, the main page has the image of what I assume is the equipment screen, does not really give you a feel for how "updated" its going to look in the engine.
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Copy-Cat
Sun Jun 01 2014, 03:01pm

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
I update my thread on the map to answer your question about the static meshes
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