Last resort logo

SWAT 3 - LAST RESORT GAME MODIFICATION


Last Resort Mod

Welcome to the home of the Last Resort mod for Swat 3.

This website is set up to help organize the construction of a mod to upgrade Swat 3 as much as possible considering we don't have the source code to the game.   We achieve this by a combination of hacked game executables, replacement textures, and by the use of a custom launcher for Swat 3.

 SVGA graphics was the standard for video games when Swat 3 was released back in 1999 but advances in technology have left Swat 3 looking very dated.   16-bit colour and a screen resolution of only 800x600 were normal back when the game first hit the market.

The Core Mod Goals:

  • Make the 2D menus run in several other resolutions instead of just 800x600
  • Make Swat 3 run the actual 3D part of the game at any chosen resolution
  • Double the draw distance of the game
  • Make the game use textures of a maximum size of 1024x1024 (instead of 256x256 pixels)
  • Make new menu and chat lobby graphics for larger screen resolutions
  • Upgrade low resolution textures in Swat 3 on all maps

Future Wish List:

  • Upgrade low polygon 3D weapon models and character skins
  • 32 bit colour rendering instead of the default 16 bit colour

 

beta logo blue

click image to visit download page

Last beta update: November 7, 2024   

Last Resort Blog

Last Blog Entry

Mission S (City Hall) Mistakes - December 11, 2024

Now that the newest release of the Last Resort mod is released I have decided to concentrate my efforts on improving Mission S - the LA City Hall map next.

I have discovered two mistakes or quirks in the map already.

Office number 2502 doesn't exist in the map even though there is a texture for the plate on the door for it.   There is also a name plate texture for "Irv Metcalf" that doesn't get used.   I assume that at some point poor old Irv Metcalf had his office deleted by the developers to simplify the map layout.

Of bigger interest is a wall decal in the mayor's office that is bugged and doesn't display properly in the game.   If the center point of a decal entity is set too far into a wall the game won't display it at all.      I used Noisy's version of the SCN editor to manually move the decal out far enough for the game engine to display it (see image below).   You can see that it greatly improves the room but still needs to have it's position tweaked higher.

I like the way it looks and is obviously the original intention of the Sierra artists.   This fix will be included with the next release of the mod.

MissionS decal