Last Resort Mod Blog

New target for release - November 21, 2016

The TV show I have been busy on wraps on the first week of December.  What that means is that I will have a lot of free time soon and that I hope to finish packaging up the latest version of the mod for release.

With this release I am going to test packaging the map textures as 8 bit (256 colours) just the same as the original game textures.  It will definitely save a lot of space but the question is will it affect the quality?   I suspect that due to limitations in the game engine a higher colour texture doesn't improve the visuals unfortunately.

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Another Missed Release Date - October 15, 2016

Ugh, another broken release date goal.   Sorry for this but still working very long hours on the TV show I do lighting on.

We are about 2/3rds of the way though the shooting of season 10 but we have a hiatus (a week off) at the end of October.    This is my new target date.

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Future Plans - August 25, 2016

Sorry for not much information lately on the progress.   I have been busy with real life work (long hours out of town).

I have a break coming up the first week of September when the TV show I am working on goes on hiatus.  My goal is to package up the v0.7 mod and release it during this time.

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New decals Mission A - July 24, 2016

I have been working on more new high-res texture replacements:

 

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Launcher Changes - July 6, 2016

I spent last night making code changes to the Last Resort launcher.   I noticed a "bug" with the launcher when you hit the big toggle button at the top to turn the mod off.   Technically it isn't a bug but just original poor design choices.

Now with the changes when you hit the toggle to turn the mod completely off the 2D menu tab is disabled on the launcher.  The 3D tab now works properly to select any resolution you want in the 3D part of the game even with the mod turned off (as long as you use the Last Resort launcher to start your game).    I don't know why I didn't design it to function this way in the first place.

In the screen shot below you can see the toggle button and the 2D tab that I am talking about (in case you needed to refresh your memory).

 

click image to enlarge

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Examples of dead lights in Mission A - July 4, 2016

I created a few mockup images to demonstrate some of the non-functioning light entities that are left over in Mission A. I assume that they were first done in 3D Studio Max and when they switched over to using Worldcraft they were forgotten about.  For those not familiar with Worldcraft the green square in the images indicate a regular light entity and the cyan rectangle represent a light_spot entity.

 

click images to enlarge

 

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