Here is a screenshot of a texture replacement I just did for the Last Resort mod. This is from Mission C (the California Security Bank mission).
The top texture is the original Sierra made texture but enlarged for comparison. As you can see it is a blurry mess in your browser and in game.
The very bottom one is a new one I re-created in Photoshop from scratch. Pretty close to the original and not all fuzzy.
Yup, I know I left out the grommets. They were poorly placed in the original texture and didn't think they were needed anyways. Any opinions either way?
The steam tunnel map thing fell through, I had it all enclosed but testing lightmap build, it says lmap data size exceeded which probably means it's too grand, again, and barring some sort of miracle, what's done on the map, will sink and come to rest on the dark bottom of the lake, forever. T_T
Is it because you are using large size textures? ie larger than standard max of 256x256?
I still have a theory how to deal with this. If so move all those textures to a safe place. Shrink the textures down to "normal" size. Build your map using the smaller texture sizes (you may have to re-apply all the UVmaps with the smaller textures in Worldcraft). Once your final build is done replace the smaller textures with high-res.
This is the reverse process that I am doing to replace textures in Swat 3. I simply dump a high res texture into a "mod" and the game replaces the low res version with the new.
Either way don't throw your work away. Save it and we will have a look at it when we get a chance.
I took any 512s out, only has stock textures in it at the moment, still tells me lmap data size exceeded when trying to generate the lightmap for testing. I have all my failed swat maps still, I would never throw it away, but if it goes nowhere it highly likely to be lost eventually. The map is probably just too big.
All celled out and portals gallore, still having issues with the map. LightMaps do not build.
The map although a badass map, is just too large for Swat 3. Still trying to get it to work. Some of the corridor tunnels are very long might need to divide the brushes up into sections.
I remember with Copy-cat's Island Estate map there were problems like this. Very frustrating stuff. I can't remember if the maximum amount of polygons was ever determined.
Sometimes you just get some bad geometry or entities and it all goes south.