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Last Resort mod started back up
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Moderators: Copy-Cat, Slippery_Jim, Beckett, Junkyard_Dawg
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Slippery_Jim
Fri Dec 07 2012, 01:39pm

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

Posts: 159
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?

[ Edited Fri Dec 07 2012, 01:41pm ]
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Lord_Beckett
Sat Dec 08 2012, 03:48am
Guest
Hey that's pretty good looking :D
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Lord_Beckett
Sun Dec 09 2012, 08:50am
Guest

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

[ Edited Sun Dec 09 2012, 12:32pm ]
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Slippery_Jim
Sun Dec 09 2012, 11:34pm

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

Posts: 159
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.

[ Edited Sun Dec 09 2012, 11:38pm ]
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Lord_Beckett
Mon Dec 10 2012, 03:15am
Guest
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.

[ Edited Mon Dec 10 2012, 03:15am ]
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Slippery_Jim
Mon Dec 10 2012, 12:51pm

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

Posts: 159
lack of portals and cells?
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Copy-Cat
Mon Dec 10 2012, 09:01pm

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

Posts: 220
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.
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Slippery_Jim
Tue Dec 11 2012, 01:22pm

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

Posts: 159
I guess if the map is freaking huge I could see that Swat 3 might fail since the developers never expected to make such a map.

As Copy-cat suggests it might be worth trying to limit the size of huge brushes. Usually the biggest are portals in an outdoor environment.
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Slippery_Jim
Mon Feb 11 2013, 12:54pm

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

Posts: 159
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.
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Slippery_Jim
Thu Dec 12 2013, 07:51am

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

Posts: 159
Just a quick word if anyone is wondering why the Last Resort website has been down.

Some Turkish hackers defaced the website so I have been busy updating the software, installing new forum software, and changing the layout.

All of the important content is being copied over. Almost done.
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