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.
This mod continues my previous set of improvements 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.
These are some of the things the mod improves so far:
- Improved Mars planet main menu model and textures.
- 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. McNeil in the intro cinematic, because in the game files he is referenced as a scientist and not a marine (and makes sense).
- 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.
And a couple more things, Here are some pics:
I gave this guys the 'arms treatment' and added the extra meshes the single player model have.
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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:

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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 sense to me.
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I made the db shotgun's textures sharper and the barrels rounder:
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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.
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...
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...
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...
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...
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...
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...
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...
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...
Umm guys...
Are the arms being pitch black with no textures a common problem or did i mess somthing up ?
And if you wanted to know, I tried it on the vanilla ROE without any mods and the problem did't disappear.
Nvm,Fixed it.
How did you fix it? Don't just say you fixed it without an explanation lol.
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eso es simplemente genial!
Does this include better looking fists aswell? lol.
Why there wasn't a Brutal Doom 3 mod. That's what i've been waiting all this years!
I want to report a visual bug that interests the 3 zsec enemies, the pistol, machinegun and, shotgun version of them.
The bug has to do with their shadows, they're wrong, you can really appreciate that when you're looking at their corpses. When the pistol marine dies, you can see that on the shadow of his left hand, there's a huge rectangular shape around it like he was holding a shield, on the right hand, you can see that the shadow displays like he was still holding the pistol in his hand, despite the pistol being on the floor. Somehow it uses the shadow of the shield marine and somehow, they aren't updating to reflect there's no weapon/shield in his hands.
It's like this model is using the shadow of the shield marine that appears in later levels. A similar thing is happening for the shotgun and machinegun version of this enemy. When they're dead, even if their hands are empty, the shadow that displays, still shows as if they had their weapon in hand.
Hi there.
This issue has been pointed out before, and this was my justification for it:
"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."
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Had to edit pak001.pk4 and pak002.pk4 now everything is fine.
What did I do wrong? S015.radikal.ru
Oh my...
Seems like you are using the Roeguy add-on model but with the original marine textures.
I would ask you if you followed the instalation instructions stated in the readme:
"Simply place the file zzzRoe_guy.pk4 wherever the files 'zArl.pk4' and 'zzAlpha_Shotgun.pk4' are located."
Also, make sure you use uncompressed textures, I only use TGA format for the textures in all of my mods, if your Doom 3 is using DDS instead of TGA then problems like this can also happen.
You can make Doom3 use TGA textures by setting the game in Ultra quality or using these commands in the autoexec.cfg:
seta image_useCompression "0"
seta image_useNormalCompression "0"
seta image_usePrecompressedTextures "0"
seta r_renderer "best"