This mod tries to improve some graphical aspects of Doom 3 that are a bit dated for todays standards, but not implementing any changes that may come from a personal taste decision (or at least I'm trying not to). This is just an assets improvement, gameplay and rendering aspects of the game are untouched.

This are some of the things the mod improves so far:

-New arms/hands with all 5 finger for all npcs and most zombies.
-Meshes for some characters, demons and items.
-Head meshes for some characters.
-Textures for some characters.
-Remade wall posters.
-Remade Intro and Hell splash images.
-Mars planet main menu model and textures.

And a couple more things.


You can see the images to have a better idea of what I'm talking about.

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This mod continues my previous set of improvments for Doom 3, this time for the'Resurrection of Evil' expansion pack, again not implementing any changes that may come from a personal taste decision (or at least I'm trying not to). This is just an assets improvement, gameplay and rendering aspects of the game are untouched.

Arls ROE Improvements 0.1


These are some of the things the mod improves so far:

- Improved player textures.
- Improved meshes and textures of marine engineers.
- Improved Dr. Mcneil model and textures.
- Improved Dr. Cloud model and textures.
- Improved mesh and textures of the Double Barrel Shotgun.
- Implemented the textures found in the game files for the bot tech npc found in Erebus6.
- Changed the model and textures of the typing marine next to Dr.Ncneil in the intro cinematic, as in the game files he is referenced as a scientist an not a marine (and makes sence).
- Changed the armor item model for a marine engineer one, as weared by the player.
- Bloody and beat up textures for the player after he's bitted by the Maledic in the final cut scene.
- Mars planet main menu model and textures.

And a couple more things, Here are some pics:

marines1

I gabe this guys the 'arms treatment' and added the extra meshes the single player model have.

marines2

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marines3


marines4


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mcold1

mcnew1

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mcold2

mcnew2

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old2

This guy is referenced in .def, .skin and .mtr files as a 'bot tech' and has his own set of textures (dirty face and blue shirt) however the skin/material is not applied in game, so I fixed it:

new2

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This guy is the only marine in that place in the intro cinematic, the game files call him scientist so I replace his body model and textures for the ones of a scientist, now all makes more sence to me.

DOOM 3 2017 05 07 12 59 22 11 av

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db old

I made the db shotgun's textures sharper and the barrels rounder:

db new

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old

new

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shot00017


Well, not too much else to say, I think now I have tweaked everything I could of Doom 3.

So that's it, hope you enjoy.

New Add-on and update

New Add-on and update

News

I updated the download link for the improvements since I realized that I forgot to add one of the remade posters I made (the one who says "UAC, changing...

New update and Add-on.

New update and Add-on.

News

I have uploaded a new version (beta 0.2). This release is mostly about fixes and some polishing here and there. Since the first release I have tweaked...

Time to start releasing something

Time to start releasing something

News 9 comments

I've realised that if I wait to have the time and willingness to work in this mod it will become one of those never released ghost mods. So I decided...

The devil is in the details

The devil is in the details

Feature 8 comments

80% of this mod will focus on small, trivial and, maybe almost unnoticeable areas, like changing the hands of every npc/zombie for a realistic five fingered...

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Arls ROE Improvements 0.1

Arls ROE Improvements 0.1

Full Version

This mod continues my previous set of improvments for Doom 3, this time for the 'Resurrection of Evil' expansion packt, again not implementing any changes...

Roe Guy for Doom 3 Add-on

Roe Guy for Doom 3 Add-on

Players Model

This is an Add-on for my mod Arl's Improvements. It replaces the regular marine player model of the main campaing with Doom 3's expansion pack "Resurrection...

Player Helmet  Add-on

Player Helmet Add-on

Players Model 15 comments

This is an Add-on for my mod Arl's Improvements, that serves as a skin for the Doomguy in the main campaing, which makes him wear a helmet. He arrives...

Arl's Improvements (Beta0.2)

Arl's Improvements (Beta0.2)

Full Version 1 comment

This mod tries to improve some graphical aspects of Doom 3 that are a bit dated for todays standards, but not implementing any changes that may come from...

Comments  (0 - 10 of 61)
BlueLostsoul
BlueLostsoul

It's interesting, what would author say about
Superactionfunboy.tumblr.com ?
Is it alright to ask permission to use this one for redrawn hell's loading screen instead of redrawing only original lowres?

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Arl. Creator
Arl.

Actually I used that very image to make a detail map for the high res version of the Hell splash screen.

Media.moddb.com

If you compare the two the result is almost the same, plus it preserves the color scheme of the original splash screen.

Reply Good karma+1 vote
Midako
Midako

Dear Arl.! In Yours to mod Arls ROE Improvements 0.1 shadow of the protagonist has no hands. You can correct it? Thanks you. Yours of mod the excellent.
Arls ROE Improvements 0.1_screenshots. Download link: Drive.google.com

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Arl. Creator
Arl.

Hey, thanks for the report, I've re uploaded a fixed version now.

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Midako
Midako

Dear Arl.! Whether You can adapt Yours Arl's (and ROE) Improvements for Doom 3 BFG Edition (RBDOOM-3-BFG 1.0.3). It would be very good.

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Midako
Midako

Dear Arl.! Thank You very much for the fixed version. Now a shadow of the protagonist the correct.

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Recezy
Recezy

Hey arl, can you make the ROE helmet for an add on just like you did for the marine helmet. I think many people would want that ROE helmet to match with the ROE doomguy add on.

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BlueLostsoul
BlueLostsoul

So, I'm sorry for protracting with any report upon testing 0.2.
Though, not many issues had been found. Also, all of them were hands of human characters (optionally former), like Bernie or Tim's Willits sister, remaining the same due to the fully custom models. Thus, I hardly can name them demerits or miscalculation, but they, as already is mentioned, are the only ones I had revealed.
S24.postimg.org
S24.postimg.org
S24.postimg.org
S24.postimg.org
S24.postimg.org
S24.postimg.org

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Arl. Creator
Arl.

Hey, thanks for reporting those.

Some of them are quite tricky like Sarge, the chainsaw zombie, etc... But with the burning and the fat zombie (those with sleeves) I have no excuse.

I'll be working on those fellows.

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BlueLostsoul
BlueLostsoul

So, after more thorough observation and, for this time, with some gameplay, I revealed shadows, remaining holding weapons despite of having them dropped by it's owner.
Media.moddb.com
Media.moddb.com
This bug afflicts only zsecs, ordinary zombies with wrenches or flashlight look properly. Another, but similar one - is zombie with pistol having shadow of zombie with shield.
Media.moddb.com
Also, testing all you mods together (imrovements, helmet, shotgun) shew discongruence of texture and model of shotgun, while shotgun alone don't olny work properly, but also improves arm model of holder.
Media.moddb.com
Media.moddb.com

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Arl. Creator
Arl.

Hey, I just saw your post.

Those shadows are because of the compatibility I made for Sikkmod, so in order to work with and without sikkmod I had to leave that shadow issue like that, or else I would need to make two separate versions of the mod just to correcting that in vanilla.

Regarding the Improvements, helmet add-on and alpha shotgun: The files need to be named like I said in the readme in order to work together correctly, example:

zArl.pk4
zzAlpha_Shotgun.pk4
zzzPlayer_Helmet.pk4

Are your files named correctly?

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BlueLostsoul
BlueLostsoul

You are correct, I missed recommendation of adding second 'z' in zzAlpha_Shotgun according to Helmet's readme. Now, when all your .pk4 are in single mod folder (and not partially in base),everything functions properly.
Relatively the shadows, all z-sec weapons remain being hold ... except for the replaced shotgun.
Media.moddb.com
Thus, since you are also intended to update the model of machinegun, might it be convenient to use the same trick as with shotgun with only difference in inclusion in zArl, since it's already is considered as it's purpose?

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