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SWAT 3 - LAST RESORT GAME MODIFICATION


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Pooling map textures into single folder

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2 years 3 months ago - 2 years 3 months ago #2571 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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2 years 3 months ago #2572 by Blaze
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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2 years 3 months ago - 2 years 3 months ago #2573 by Slippery Jim
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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2 years 3 months ago - 2 years 3 months ago #2574 by Blaze
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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2 years 3 months ago #2575 by Slippery Jim
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 year 8 months ago - 1 year 8 months ago #2697 by lunamonkey
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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