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Arl

Arl's improvements.

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Honestly I was never really a fan of the helmet design in Doom 3, I think the helmet in RoE was an improvement as far as design is concerned but sadly it was a bit low poly.

How does one even see out of it anyway? It looks like it would be even harder to shoot straight with it on than even with a Storm Trooper helmet.

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I think it would be good if they were to just tweak and modernize the Doomguy helmet from Quake 3 Arena a bit.

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Avoozl said:

How does one even see out of it anyway? It looks like it would be even harder to shoot straight with it on than even with a Storm Trooper helmet.



Maybe it's a helmet with cameras, sensors and all that sci-fi stuff, and there's a screen similar to a VR headset inside.

(I'm just guessing, since we don't really know what's the concept behind that design).

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Sorry for bumping this thread, I wanted to make an update, I have also added a set of improvements for Resurrection of Evil.

 

You can get it here: http://www.moddb.com/mods/arls-improvements/downloads/arls-roe-improvements-01

 

As said in the mod page:

 

This mod continues my previous set of improvments 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 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.Ncneil in the intro cinematic, as in the game files he is referenced as a scientist an not a marine (and makes sence).
-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.
-Mars planet main menu model and textures.

And a couple more things, Here are some pics:

Spoiler


marines1.png

I gabe this guys the 'arms treatment' and added the extra meshes the single player model have.

marines2.png

-

marines3.png

marines4.png

-

mcold1.png

mcnew1.png

-

mcold2.png

mcnew2.png

-

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:

old2.png

new2.png

-

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 sence to me.

DOOM_3_2017-05-07_12-59-22-11.av.png

-

I made the db shotgun's textures sharper and the barrels rounder (because why not):

db_old.png

db_new.png

-

shot00017.png

 


 

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.

 

 

 

 

 

Edited by Arl

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On 7/5/2017 at 8:30 PM, spamclark15 said:

Could I get the edited animations for the cinematics I mentioned a long time ago?

 

 

Hey there, not sure what you mean by that, but I haven't edited nor have any edited animations, only edited meshes.

 

 

On 11/5/2017 at 7:30 PM, YukiHerz said:

Absolutely appreciated, was just about to start a new playthrough of RoE.

 

I'm glad you find it useful, and just in time.

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Remember we were replacing all the cinematics in the game with the marine wearing his helmet and wielding the alpha shotgun when applicable?

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Oh I see, you mean a "player wearing helmet" mod for Roe.

 

As I said before, the way Roe handles cinematics is different from the base game. Doom 3 has 4 player models that are used for several cinematics, but Roe however has a particular .md5 file for each animation sequence. Making it for Doom 3 was challenging but relatively easy in comparision to Roe, that's why I did it.

 

In synthesis:

 

-Lots of files to edit.

-Complicated workflow (I use two separate version of blender to work with md5 files).

-There are animations that need to be edited and that's quite laborious to do (example: the player takes off his helmet, puts on another later on, etc).

 

So, those are the reasons why I haven't get into it yet.

 

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25 minutes ago, Arl said:

Oh I see, you mean a "player wearing helmet" mod for Roe.

 

As I said before, the way Roe handles cinematics is different from the base game. Doom 3 has 4 player models that are used for several cinematics, but Roe however has a particular .md5 file for each animation sequence. Making it for Doom 3 was challenging but relatively easy in comparision to Roe, that's why I did it.

 

In synthesis:

 

-Lots of files to edit.

-Complicated workflow (I use two separate version of blender to work with md5 files).

-There are animations that need to be edited and that's quite laborious to do (example: the player takes off his helmet, puts on another later on, etc).

 

So, those are the reasons why I haven't get into it yet.

 

I can't remember if I mentioned before, but I was trying to scale one of the commandos so that they are the same height like they were originally in the alpha (either scaling up the chaingun commando or scaling down the tentacle commando). Would this be a difficult task for you?

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It's whould be a tedious task yes.

 

If I have to scale the mesh, I have to scale the skeleton and all the animations, this is extra work considering how deficient my .md5 importing is.

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8 hours ago, Arl said:

It's whould be a tedious task yes.

 

If I have to scale the mesh, I have to scale the skeleton and all the animations, this is extra work considering how deficient my .md5 importing is.

I'm working to incorporate all of my changes, the ones we did before, sound changes, and so on into an "alpha mod", not trying to exactly recreate the alpha, (which actually is in the final game map-wise with rooms in different maps, the big exception being the view of Mars City outside, which is not in the game at all), but to infuse the final game with elements of the alpha to enhance the experience. In the alpha, both types of commando are the same size, but for the final game they scaled the chaingun-wielding one down to maybe 75% and that's one of the changes that's been on my to-do list is to make them the same size again, and recently I've gotten more interested in continuing working on it, and you did an excellent job with the alpha shotgun so I feel like you're the person to go to in order to make this change.

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One other question I have: I'm looking at fists_view, and I'm wondering if I can modify the md5anim files for the fists to hide the right hand in the idle/lower/raise animations? I open them up in notepad but each frame lists lines of numbers and what is listed under each frame doesn't seem to match up to bones or anything. I'm unsure what to change.

 

Like here's an example, the entirety of lower.md5anim:

 

MD5Version 10
commandline "anim models/weapons/berserk/cycles/punch2.mb -dest models/md5/weapons/fists_view/lower.md5anim -game Doom -prefix FIST_ -range 213 218 -rotate 180"

numFrames 6
numJoints 25
frameRate 24
numAnimatedComponents 22

hierarchy {
	"origin"	-1 0 0	//
	"Luparm"	0 56 0	// origin ( Qx Qy Qz )
	"Lbicep"	1 4 3	// Luparm ( Tz )
	"Lloarm"	1 56 4	// Luparm ( Qx Qy Qz )
	"Lforearm"	3 16 7	// Lloarm ( Qy )
	"Lhand"	4 56 8	// Lforearm ( Qx Qy Qz )
	"Lfings1"	5 0 0	// Lhand
	"Lfings2"	6 0 0	// Lfings1
	"Lfings3"	7 0 0	// Lfings2
	"Lthumb1"	5 0 0	// Lhand
	"Lthumb2"	9 0 0	// Lthumb1
	"Lthumb3"	10 0 0	// Lthumb2
	"Ltricep"	1 0 0	// Luparm
	"Ruparm"	0 56 11	// origin ( Qx Qy Qz )
	"Rbicep"	13 4 14	// Ruparm ( Tz )
	"Rloarm"	13 56 15	// Ruparm ( Qx Qy Qz )
	"Rforearm"	15 16 18	// Rloarm ( Qy )
	"Rhand"	16 56 19	// Rforearm ( Qx Qy Qz )
	"Rfings1"	17 0 0	// Rhand
	"Rfings2"	18 0 0	// Rfings1
	"Rfings3"	19 0 0	// Rfings2
	"Rthumb1"	17 0 0	// Rhand
	"Rthumb2"	21 0 0	// Rthumb1
	"Rthumb3"	22 0 0	// Rthumb2
	"Rtricep"	13 0 0	// Ruparm
}

bounds {
	( 1.8124507666 -11.6014728546 -9.4234333038 ) ( 16.2896652222 10.3028345108 4.894382 )
	( 1.7064249516 -11.5762939453 -9.7752389908 ) ( 16.365020752 10.3197183609 4.4391493797 )
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	( -0.1066038758 -11.2243242264 -14.2935142517 ) ( 15.0616903305 10.5494279861 -1.8293011189 )
}

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	( -0.0388386995 4.3869228363 3.07654953 ) ( 0.5365469456 -0.4586107135 0.5407075286 )
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}

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}

 

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I don't think that md5 files are meant to be edited in text form, technically you can, but it's insanely complicated compared to do it with an actual 3D editor.

 

 

I'll ask you to use private messages for further inquiries, since I made this topic for my mod Arl's improvements, and this has nothing to do with it.

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I've been thinking on new content for my mod recently, this is what I have in mind:
 

Spoiler

 

lX1vFTM.jpg9j1cK5n.jpg

 

Spoiler

 

ZzcnEFC.png

 

 

Spoiler

 

ewxxIlw.png

eqRPD1a.png

 

 

More to come.

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On 4/7/2016 at 3:15 AM, Face23785 said:

Try not to fuck with the lighting too much. I love making the character models and things look better, but other graphics mods tend to go overboard trying to "improve" the lighting effects.

A-fucking-greed.

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