SWAT 4 MAP PACK VERSION -v2...................
[SWAT4] Food Wall 2 IN 1..................
[SWAT4] Court House......................
[SWAT4]Research_Center......................
[SWAT4] RedLibrary...........................
[SWAT4]Wolcott_Projects.......................
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UPDATED INI FILES LIGHT ARMOUR
SWAT 4 MAP PACK VERSION -v2
[SWAT4] Food Wall 2 IN 1
[SWAT4] Court House
[SWAT4]Research_Center
[SWAT4] RedLibrary
[SWAT4]Wolcott_Projects
SpecOps
Installation Instructions
1. Unrar the archive
2. Copy the .rsm (MapFile) and the .ini (Initialization File)
3. Paste into (wherever u have the game installed)
RainbowSix3Gold(orRavenShield)\maps
4. Copy the .tpt (TerroristTemplate) file
5. Paste the .tpt files into RainbowSix3Gold(orRavenShield)\template
6. Copy the .utx (TextureFile) file
5. Paste the .utx files into RainbowSix3Gold(orRavenShield)\textures
7. Copy the .usx (StaticMeshFile) file
8. Paste the .usx files into RainbowSix3Gold(orRavenShield)\staticmeshes
So are these "authentic" maps from SWAT 4 converted and ported over to operate in Raven Shield? If so, quite an accomplishment.
Could anyone confirm the above question? If it's a "Yes," how do they impact the game engine's performance?
I ripped all the textures, static meshes, as well as the map its self and resized best I could from the SWAT 4 Map editor and converted them over to Raven shield Map edtor ,Had a ton of crashes and failures
As far as performance you should get a HIGH Frames per second on all the maps each area of the map has a portal which only load line of sight for each player 1-3 rooms at max
, none of the maps have large open spaces so its not too taxing