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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Oct 12 2015 Anchor | ||
Finish ROE md5 model tweaking Edited by: y2keeth |
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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. |
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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 |
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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 |
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Dec 1 2015 Anchor | ||
SteamFox wrote: yippy finally scratched something else off this list lol |
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