|MYT|theDeparted wrote:SWAT 4 used Unreal 2.5 engine from what I can remember. It didn't had DX11 features so forcing it won't do anything.
You can add the commands in ini or shortcut but the game itself will not recognize them because it doesn't have any feature that uses DX11 (or PS 3.0).
As for Takedown, even if they managed to fix and make it competent, they have lost all faith and business. It takes one mistake to f**k up your name in game world.
(I STILL can't believe this is Unreal 3 engine..)
Yep, that exactly what I've said (twice
)
I'm sry cuz I'm high, sleepy and confused
(warning! imprecise cr4py information incoming ^^) but in Takedown case it unlocks some potential to forthcoming mods.
Actually I don't believe that run the current game in DX11 will deliver us better graphics, even with SM5 pack in game folder, since game stuff is seems be early 2011.
Recompile all stuff and repack shaders wont change nothing... just look to textures: no bump / no normal map! Geez!!! There are tool/plugins to auto generate UV maps. They don't even bother about that.
They didn't explored 5% of UE3 material editor... that's sad to an UE3 title... Sometimes remind me a HighRes Quake3 or Unreal.
Swat 4 uses a "beta" version of UE2.5, cuz UE2.5 was aimed to support SM3.0 and after DX10 (Vista & Xbox360), but Swat 4 and its Expansion shader package obviously could not generate resources that would not be supported by SM 2.0.
UE2.5 just was implemented in Swat 4 (Built 2225 like UT2k3) cuz the studio was working on Tribes3 (Built 2226) and after, Bioshock.
Note that Bioshock supports DX10 and has 2 shader package files in its system folder: 1 in same format of Swat 4 (extension .spk) and another compressed (or compiled) in HLSL.
Its public that a guy recompiled this last file to allow Bioshock run with DX9 to be compatible with SM2.0 GPUs
And Another guy compiled .dll to allow Unreal, UT and Deus Ex run with DX10 drivers.
Since Swat 4 running DX9.c supports SM3.0 - just check the log to find out, we could do the reverse process and add SM3.0 resources to Swat 4.
But like in Takedown, we would got only slight improvement keeping the original game content... It would be a heavy work, launched as mod/expansion, that could not be download dynamically by clients due the swat4.ini settings.
Same about the .dll creation... you need the all cpp source code of Swat4+UE to compile such thing; not only UnrealScript and Headers; and the only guy who had the cpp code had to remove it from web.
So in 2010 I though that could be a nice idea move all content to UDK and replacing that with another high polycount & highres textures (changing from ripped original Swat 4 content to toher pirated assets ;P -> seed torrent till bones ).
All is fine, but its hard to work in something that no one (or just few) will play... but Takedown at least did his 'merchandise', got bakers and a community hungry for the classic R6 and the Swat 4 sequel, till decide to release an unfinished and buuuuuuuuuuuuugy game...
Geez, time was not against serellan (mb some pressure from 505 due new consoles that arrived). But they got did the impossible spoiling what could really be an alternative title of BF/CoD/CS/MoH...
McTash had already mapped A-Bomb. He sent me the file and its great.
I would help in scripting, since I already have a 'playable' UDK S4 'thing' with original game content imported (well, things changed in my life suddenly, and I probably could not attend to the project anymore).
But know that everyone hate the game, we don't have public to release some S4 remake anymore.
Btw, I can play Swat 4 for more 10 years (lol I play DOOM since 10yo
), but what I see is ppl moving to highend graphics games, ignoring the game role itself... Swat 4 is UNIQUE!
In the end, against all bids, Swat 4 seems has, in general review, better graphics than those flat surfaces of takedown