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...
Please push this mod to its limit, as far as can be attained without too much difficulty/investment.
So glad to see a mod that focuses on improving the look of ancillary assets/objects.
Keep up the great work !
Hi Arl., I like what you've done so far and cant wait to play it when its completed... I want to ask you, could you make it compatible with Doom3:Redux? Moddb.com It think it'd be totally awesome.
Hi, thank you, I'm glad that you like what you saw so far.
My internet is quite slow and intermittent, so I'm waiting for the 1.0 release of the Redux mod to try it out. So far it looks quite neat, probably the best option to play Doom 3 with enhanced graphics right now, so it would be nice to have compatibility with it.
Once I'll be able to get my hand on it I'll look if there's any conflict problems with both mods running together, I don't think there will.
Nah bro, perfected using redux textures makes it look the best, it's got map bumping as well, also you can use textures from absolute HD which also make sand, rocks and metal look improved. I've managed to compile all 3 but haven't released it, it's not my work. But hopefully vgames will implement it. Plus colour grading that pd3 offers enhances the colours and sharpness, and even the new shaders that I got give off a specular effect making all metal improved lighting ! but for textures alone, redux is the best I agree,
I disagree. The original wulfen/monoxead textures are the best. Redux textures removed parallax occlusion capabilities. That alone makes them inferior in my opinion.
They absolutely do not. What makes you think that ?
Your Specular maps don't contain the needed textures for POM to work. Or am I missing something?
Wait who are you disagreeing with Stelok? and I send you a friend request on Xbox, I noticed you play halo reach and are good on it, I'm ranked 10# in the world if you look me up :P Halotracker.com
Niice! Tracking
I like the new hand models, keep it up!
Btw, I wanted to do similar thing, so can you please tell me which software and plugins are u using? Thanks
I'm using Blender 1.49 for importing models with katsbits' MD5 import plug-in for that version of blender: Katsbits.com . Then I save a .blend file and open it with a newer version of blender. Once I'm done editing the mesh I export it again to MD5.