Mod priority issues - June 1, 2016

Now that the new 1920x1080 menus are done I continued trying to get the mod ready for release by packaging up all the files.    However when I double check the work to see that everything is working properly I continue to have texture replacement priority issues.

Get ready for some boring technical explanation below:

What that means is when I create a replacement high resolution texture sometimes the game ignores it and uses the original low resolution texture.   If I put the texture in a mod and activate it the game will use the new version of the texture no problem.   This is actually how I work when I am making the new textures (for instance I place all the mission A new textures inside a mod folder called "missiona_new" and then activate it just like any other mod).

Now that I am trying to release a new version of Last Resort when I package everything up the new textures are no longer activated like a traditional mod.  This is when I start having file priority issues.

The only way to fix this is to search out which new textures aren't getting displayed properly and use a hex editor to modify the texture names so the game thinks they are whole new textures.  Not only is this a pain in the ass but it also increases the amount of memory the game will use for textures.

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