Doom 3 BFG Hi Def (for BFG edition of game) Higher poly models, tga texture sources, soft shadows and effects. Runs mods. High Definition HD

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Todo list (Games : Doom III : Mods : Doom 3 BFG Hi Def : Forum : Free for all : Todo list) Locked
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Oct 12 2015 Anchor

Finish ROE md5 model tweaking
Finish all lwo and ase tweaking
Figure out how to make new cm models for those tweaks
Change how the blood splats disappear when shooting another monster
Spec or enviro mapping fresh blood (suggested by Steamfox) done!
Change all gibbing to include a blood splat
Change the patch mesh code to double to detail
Create mod menu
Enable dedicate server functions
Enable game.dll's for mods
Add things like Parallax mapping in the shaders (oh god please someone else do this lol)
Increase decal count
raise poly limit on collision models

Edited by: y2keeth

Oct 17 2015 Anchor

Well, another good point would be to increase the decal limit that can stay on walls at the same time (like bulletholes). At the moment its about ~20. Another weird issue with BFG is, when you shoot with the shotgun against a wall, you will always find only 3 bulletholes on that wall even if there were much more impacts. I guess thats also a sourcecode problem. I couldn't find a way to increase decal limit by myself.

Oct 17 2015 Anchor

Yes that is one I forgot to put on my list. I did dig a bit in the code for it but have not found it yet. Probably got distracted with something else lol. The shotgun thing is probably in the same part of the code as well.

Edited by: y2keeth

Nov 23 2015 Anchor

I know it's been a while since you added my feature suggestion, but I thought I'd finally get around to thanking you properly.

The blood splat reflectivity was one of my favorite and in my opinion most immersive features of things like Sikkmod and Perfected Doom 3.

Thank you for adding this awesome feature.


Edit: I happened to think of a feature that may be fairly easily added to the RBDoom3BFG code. A null shader with a wildcard inclusion. That way, custom shaders could be put in a folder and linked through the null shader into the game's renderer.

Edited by: SteamFox

Dec 1 2015 Anchor
SteamFox wrote:

I know it's been a while since you added my feature suggestion, but I thought I'd finally get around to thanking you properly.

The blood splat reflectivity was one of my favorite and in my opinion most immersive features of things like Sikkmod and Perfected Doom 3.

Thank you for adding this awesome feature.


Edit: I happened to think of a feature that may be fairly easily added to the RBDoom3BFG code. A null shader with a wildcard inclusion. That way, custom shaders could be put in a folder and linked through the null shader into the game's renderer.

I will look into that but i am a shit coder

yippy finally scratched something else off this list lol

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