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...
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"
you beat me to the double barrel, cool
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?
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.
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
Hey, thanks for the report, I've re uploaded a fixed version now.
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.
Dear Arl.! Thank You very much for the fixed version. Now a shadow of the protagonist the correct.
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.
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
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.
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.
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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.
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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?
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?