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Pooling map textures into single folder

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7 months 2 weeks ago - 7 months 2 weeks ago #2571 by Slippery Jim
Pooling map textures into single folder was created by Slippery Jim
Here is another one of those "thinking out loud" kind of threads.   Sometimes typing a problem out helps me make a decision.

Now that I have picked up my pace on processing the old Swat 3 textures with the AI software I have noticed a lot of re-used textures in the later downloaded "bonus" Sierra maps.  For instance, by the time Sierra was releasing "Civil Unrest" the developers seemed to have given up on the concept of keeping the texture names always unique.  If they used a texture from another older map such as "d_door" from MissionD they didn't bother to rename the texture with a unique prefix.

This leads me to wonder if with the Last Resort mod if I should create one giant combined texture folder for the maps to prevent duplication.

Not sure if this will lead to headaches later on.

 

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7 months 2 weeks ago #2572 by Blaze
Replied by Blaze on topic Pooling map textures into single folder
I find this a reasonable approach. No idea if all such textures having same names are all identical between each other, maybe there are few exceptions. If maps do share the same textures, it would be a waste of space to feature the same textures twice if not more times.

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7 months 2 weeks ago - 7 months 2 weeks ago #2573 by Slippery Jim
Replied by Slippery Jim on topic Pooling map textures into single folder
There are duplicates all through the maps.

For instance, "a_door" might be identical to "b_door" and "f_door" etc. The only way to fix this is to edit the map .SCN files (not really a fun task).

However, what I am talking about is more with the downloaded Sierra maps. They will use re-use textures from other maps and include them in the .ZIP file. If I make a big pool of textures into one folder then this helps eliminate the duplicates that are already included with the base game.

It would make things easier for spotting these duplicates and also save on file size.

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7 months 2 weeks ago - 7 months 2 weeks ago #2574 by Blaze
Replied by Blaze on topic Pooling map textures into single folder
Yes, I agree on the duplicated textures for downloaded maps, that solution would be great.
I wouldn't edit the SCN for the others having different texture names. It would allow modders to make such textures unique for each map eventually.

One thing that I disliked about the downloaded Sierra maps is that their LoadingText inside the missioninfo.dat file is not in the same quality of the others. IIRC sometimes they miss the name of the location and instead feature the mission name, other times both the mission type and location name are on the same line etc. This is just nitpicking, but I have reworked all such files for quality consistency. Just let me know if you'd like to look into it.

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7 months 2 weeks ago #2575 by Slippery Jim
Replied by Slippery Jim on topic Pooling map textures into single folder
I never noticed this before. I am usually hitting the button to skip right away, lol. Will keep an eye out for it.

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1 month 1 week ago - 1 month 1 week ago #2697 by lunamonkey
Replied by lunamonkey on topic Pooling map textures into single folder
I was wondering if there was a version of Last Resort that was distributed as "This will mod every texture, even if it wasn't upgraded".

Then people could upgrade their own textures by opening all the bmp/tga themselves from the map_updates folder.

(This is really a question of "Is there a way so I don't have to make mod folders myself, and I just run them all from your existing Last Resort folders?")

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2 weeks 2 days ago - 2 weeks 2 days ago #2699 by Slippery Jim
Replied by Slippery Jim on topic Pooling map textures into single folder
Sorry for the extremely slow reply. I started in May on a job that is 50-60 hours per week and that goes for 10 months.

We are on a 12 day hiatus right now so I hope to get some work done on the mod.

I am confused by your post. Not sure what you want done differently with the mod.

All the upgraded textures go into "Last_Resort_v0.8.4.zip" in the mod folder. The reason why I was forced to turn it into a mod was because of issues with texture priority. The game was giving textures that were in the mission folders highest priority so some new upgraded textures were being ignored. I found that the very first mod listed in the "Swat.ini" file has the highest priority of all (which is always the Last Resort textures mod file thanks to the Last Resort Launcher)

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2 weeks 21 hours ago #2700 by lunamonkey
Replied by lunamonkey on topic Pooling map textures into single folder
Hi there, no worries on the wait, I hope the new role is going ok.

"Not sure what you want done differently with the mod"

I guess would it be possible to include in your mod the assets that you haven't yet upscaled? And the non-upgraded assets sit alongside the upgraded assets in your very same mod folder.

Aim : Allow users like myself to upgrade / customise individual textures. (Without having to move files around from the res / cab / raw files installed with SWAT3.

Why : So that if we happened to upgrade them ourselves, we don't need to move them to a mod folder. They would already be there inside your last resort folder.

I will give the forum thread on modding a read and see if I can make heads or tails from the files in SWAT3 folder.

Thanks Jim,

Luna.

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