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DATA FILE INFORMATION - CLOSE WINDOW WHEN FINISHED

Camo.dat

Function

To provide linking of camo textures to their respective graphic files within SWAT3.

Format

Camo.dat is broken into two main sections: Camos and CamoTexOverrides.

 

Camos Section

This section contains the main reference for the camo textures. There are four fields in this format:

Name

This is the name of the camo, and must match the camo naming convention. See below for naming convention.

Goodguy

Set this to 1 if the camo is for a "Good Guy" in team deathmatch. Set to 0 if it is selectable by a "Bad Guy".

Examplebitmap

This is the name of the swatch of camo bitmap to be shown in the Ops screen where camos are selected.

Friendlyname

This is the name that the string table in strings.dat will use to look up the name of the camo.

 

CamoTexOverrides Section

This section allows you to specify certain texture names for the different player models. For instance, if you have a leg camo texture that looks the same on the Lightweight SWAT model as it does on the Original SWAT3 Officer model, you can tell SWAT3 that you want them to access the same file, instead of remaking the file and wasting disk space and time.

The format of this section is as follows.

camoname This is the name of the camo you specified in the Camos Section.
skin This is the model on which the camo will be displayed
looking for This is the texture that SWAT3 will be looking for, for example, if you're using a camo called EARL with the SWT_HVY model, it might be looking for SWT_EARL_LEGS.
use instead This is the actual name of the file that you want to use. Continuing from the example about EARL, you may already have a set of legs from the Original SWAT3 Officer called SWT_EARL_LEGS1. So just enter "SWT_EARL_LEGS1" in this field and SWAT3 will make the substitution.

And that's what it's about. Re-using textures to save yourself time. Check out the Camo.dat file included in the SWAT3 .res archive for an example of this override process.

Make sure your camo bitmaps follow the proper naming convention, shown below: 

 

Camo Naming Convention

Each model has a specific set of parts that need to be textured for a camo to work. The table in the "Adding a Camo" section of this document lays out the standard names, but these change based on the camo they are associated with.

For instance, let's say you're working on the SWT_LGT model. This is the lightweight guy and has SWT_CAMO_PARTS, SWT_CAMO_LEGS, and SWT_CAMO_LGT_VEST texture maps. Now let's say you're making a camo called "EARL". The three textures you would need to make would be called:

And SWAT3 would fill in those textures on the lightweight models. Using the CamoTexOverride section of Camo.dat (explained above), you can point SWAT3 to different files, but without data file intervention, this is how it will work.

The UI preview bitmap works a little differently. SWAT3 has five "Good Guy" models, and five "Bad Guy" models. You must append the name of the model you wish to display the camo with in the name of this bitmap.

SWT_<name of model>_<name of camo>_UI.bmp

So again, using the "earl" example:

SWT_BEEF_EARL_UI.bmp (This example is using the "beefy" Good guy texture).