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INTRODUCTION COMMON TASKS CREATING CONTENT PROVIDED TOOLS
New Ammo
New Weapons
New Camos

Creating New Camos

Adding Camos (Camouflage Patterns), which are displayed on multiplayer and custom game players, is a three-step process:

 

1 - Creating Camo Textures

First of all, you'll need to create the actual camo graphics. You need to create certain ones and then use the CamoTexOverrides in camo.dat to fill in the gaps. Each of the player models have certain textures that go along with them. The list follows.

SWT_LGT (Lightweight SWAT Officer)

SWT_CAMO_PARTS
SWT_CAMO_LEGS
SWT_CAMO_LGT_VEST

SWT_MID (Middleweight SWAT Officer)

SWT_CAMO_PRO_TEC
SWT_CAMO_PARTS
SWT_CAMO_LEGS
SWT_CAMO_MID_VEST

SWT_SWT3 (Original SWAT3 Officer)

SWT_CAMO_PARTS
SWT_CAMO_LEGS

SWT_HVY (Light Heavyweight SWAT Officer)

SWT_CAMO_HELMET
SWT_CAMO_PARTS
SWT_CAMO_LEGS

SWT_BEEF (Heavyweight SWAT Officer)

SWT_CAMO_KEV
SWT_CAMO_T
SWT_CAMO_LEGS

SWT_TR1 (Tango 1) SWT_CAMO_PARTS_TER
SWT_CAMO_LEGS
SWT_TR2 (Tango 2) SWT_CAMO_BOONIE
SWT_CAMO_PARTS_TER
SWT_CAMO_LEGS
SWT_CAMO_TR2_VEST
SWT_TR3 (Tango 3) SWT_CAMO_PRO_TEC
SWT_CAMO_PARTS_TER
SWT_CAMO_LEGS
SWT_CAMO_MID_VEST
SWT_TR4 (Tango 4) SWT_CAMO_PARTS_TER
SWT_CAMO_LEGS
SWT_TR5 (Tango 5) SWT_CAMO_KEV
SWT_CAMO_PARTS_TER
SWT_CAMO_LEGS

Each camo you add can be used by only one side, either good guy or bad guy. While this may seem like a lot of textures, you don't have to create all of these bitmaps. Using camo.dat's CamoTexOverride feature, you can re-use bitmaps on other models to save time and disk space.

Creating these camos is simply a matter of creating the actual camo pattern you want, then arranging it in the bitmaps, which are actually broken apart and pieced onto the model in SWAT3. For instance, if you look at a typical SWT_CAMO_PARTS.bmp (In this case, SWT_SKYB_PARTS.bmp)

 

You'll find that it's a collection of several different pieces. Up top are the arms, and lower down are the shoulders, hands and shoes. The best way to find out what's what is to experiment by creating different bitmaps and seeing what works best for you.

All camos are located in the swatdata.res file for purchasers of Tactical Game of The Year Edition, and SwatUp.res for those who downloaded the Tactical Game of The Year Edition update.

 

Preview bitmaps are specifically formatted:

The camo swatch is an 85 x 64 bitmap. The model preview is a 124 x 198 bitmap.

 

CREATION CHECKLIST

File To Create What To Create File With More Info?
All Camo Parts (.bmp Textures) Graphics Editor

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Camo Swatch .bmp Graphic Graphics Editor

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Model Preview .bmp Graphic 3DSMax / Graphics Editor Content Creation - Models and Characters

 

2 - Naming Camo Textures

The Camo textures follow a strict naming convention. Refer to the camo.dat file breakdown for more information on this file format.

CREATION CHECKLIST

File To Create What To Create File With More Info?
Proper Texture Names

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Camo.dat

 

3 - Data File Additions

The camo data is linked in at two specific locations: camo.dat and strings.dat.

camo.dat is where SWAT3 looks to find out which camos have been added, and what their preview shots and texture bitmaps are named. It also contains the CamoTexOverrides section, a way for you to save time and disk space by re-using camo's you've already created with new player models.

strings.dat holds the string references that display the actual name of the camo within the Ops screen.

CREATION CHECKLIST

File To Create What To Create File With More Info?
Modcamo.dat Text Editor Camo.dat
Modstrings.dat

Text Editor

Strings.dat

 

And that's all there is to it! Starting the game and entering a custom game, you should see your camo displayed in the Operations Gear screen.

 

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