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...
Hey, good mod, but i have it breaking picture from cameras on monitor in security office, in alphalabs2.
Hi, I'm glad you liked it.
About the monitor: I just went to that part using the console to load the map and noclip to travel to the office and everything was normal. So it seems I cannot reproduce that problem in my gameplay.
I encourage you to do the same that I did both with and without the mod, to see if it's really the mod that's causing the problem.
Checked it out.
I had troubles running it simultaneously with redux, while redux alone had screens working properly.
Furthermore, same issue was encountered in alphalabs4, central processing and, i suppose, anywhere cameras or complex interactive surfaces are placed.
S9.postimg.org
I heard some people, that had same trouble, blaming sikkmod, included in redux, but, as it's already mentioned, redux alone works without errors.
And, at the end, i found another two funny issues, that you might be wishing to know about.
S11.postimg.org
You're right, I just tested with redux and the monitors are black, but works well without my mod. This puzzles me, I have no idea what's happening, I did not mess with anything related to those cameras.
About the other issue, yes, this is a problem I have fixed already, it will be solved in the next release.
Thanks for reportings those problems, so far you have been the only one and bug reports are essential in order to release a better version next time.
What you should do is improve the burgers, coke cans, medicines, plastic and metal containers as well. Also add some bumping on some of the objects, if you can to make it more rough and realistic/ rusty
Hey Arl I know this mod is compattible already with pd3 but some of its parts override pd3 beautiful assets, i was wondering if I could extract some of your assets that DONT overide pd3s work and then release it as an add on for it. Would I be allowed permission? Also check the review I did a while ago :) I love your small improvements, it's defenetly something I've never seen people work on before. which is good that you had these ideas and improvements.
Didn't you already took it, modified it, and added to your add-on?
Yes I did, but some people might just want it on its own. without the stuff that overide perfected. I can fix that and have in my add on
"my mod got released not long ago and is in a preliminary state (beta). That's why I think that scattering parts of fresh released mods it's not a good idea, specially when the original mod already works as it is and is in current active develepment."
I told you that the last time you asked me about it, so I don't know why are you asking me this if you are going to do whatever you want in the end.
Making a full copy of this mod just without the hands textures to prevent them to overide the ones from other mod is just redundant.
Hey, nice work, can you make the HUD not too much width? I will appreciate! And with best support for widescreen.
I recommend checking out perfected mod and downloading it, fhen u can check out its small minimalistic HUD it has! you can download this mod as well to get its features in perfected. It makes a great addition to it.
Hi, sadly I don't know how to do that.
I guess this should be a task for someone with coding skills who can change how the engine scales HUD graphics in different aspect ratios.