there you go mate... --> http://www28.zippyshare.com/v/71682570/file.html need anything else? i got all the Files. took me quite some work to get them all, hehe...
ummm, so many questions.... isnt monoxead stuff allready integrated in wulfen textures ?!?!?! i think so.. you put teh wulfen / mono.. in teh BASE FOLDER!!!!!!!!!! this is in my BASE: zzMonoxeadWulfen2Fix.pk4 zzROTWhelltex-fix2048.pk4 rest goes into sikkmod Folder... like: zHighPolyWeapons.pk4 zPhrozo3SikkmodCompatibleD3.pk4 zVenomHQmenu.pk4 zzNiukNiuksLoadingScreens.pk4 zzplasmaradar.pk4 zzz_parallaxfix.pk4 ----------------------------- theres more, but i allready integrated them into the main pak_modfiles.pk4... i hope that helps you also u need to change the settinmgs to ULTRA etc. so it uses teh textures.. if u want ill post my autoexec and doomconfig.. greetz BetA
Wow- Thanks quite a lot! Nah, I think I have everything else by now! (I think!) these are the .pk4s I am using I think those would be all the great ones. Oddly enough, I am not sure if this file you nicely provided for me actually fixes the problem I am seeing. If you have parallax mapping with offset limiting on, any texture without parllax (i.e. all normal and bump maps) become broken and are no longer correctly aligned (weapon textures), have big seams (character faces), or are distorted (elevators textures for example). Anyone have any idea how to fix that?
You know what's your problem? :smile: move monoWulfen2fix file out of sikkmod to Doom3 game base folder.
My problem is this, when using parallax mapping or parallax with limited offset (the only options which do not destry framerate), all non-parlaxxed textures break and artifact. Like in the pictures below. With parallax in the glprogs folder (look at the gun and wall): Without (gun and wall are normal and not distorted): It only happes with parallax and parallax with limited offset. Not POM, relief, or steep parallax. It is curious. Also, thanks for the idea to move the two texture files to the base folder! Should the Highres pipes file be in the base folder too? BTW, the plasma gun radar mod breaks monster disolving. THey just disappear when that mod is installed.
lets work toward getting things converted to the BFG source port http://steamcommunity.com/app/208200/discussions/0/34093781795332064/
I'm doing a sound overhaul for the guns, to make them feel more satisfying to shoot. So I've replaced most sounds, and integrated Phrozo's particle mod. So the audio and visual feedback when shooting is a lot better. Here's what I got so far: https://www.youtube.com/watch?v=KdhKcm4owH0 If anyone wants this I could release it
You can try the Next Shaders 4.0+Parralax+Sikkmod http://quake4.gamebanana.com/gamefiles/3760 I'm going to try that next.
Does anyone know what the "damage_doom_range" and "damage_doom_scale" are for in the damage definitions? Some of them vary radically. Here is the one from the pistol: Code: entityDef damage_bullet_pistol { "damage" "14" "damage_doom_range" "3" // sikk - Damage: Doom "damage_doom_scale" "5" // sikk - Damage: Doom "damage_custom" "40" // sikk - Damage: Custom "dv_time" "100" "gib" "0" "kickDir" "1 0 0" "kick_time" "250" ... ... ... ... } ...and the one from the BFG: Code: entityDef damage_bfg { "damage" "200" "damage_doom_range" "8" // sikk - Damage: Doom "damage_doom_scale" "100" // sikk - Damage: Doom "push" "1000" "gib" "1" "smoke_wound_flesh" "bloodwound.prt" }
Hey Beta, have you seen this pack before: http://sourceforge.net/projects/cbadvanced/files/sikkmod/ Skinner posted the link in the Sikkmod SLI thread in the driver section. Edit: Hey Skinner or anyone else. I grabbed the Doom 3 + sikkmod pack you posted here and was wondering how you came across this pack. I've tried using it, but the doom3.exe that comes with the pack seems to have been modified directly and as such, there is a setting that im not sure how to change to get more performance out of it or if its actually possible without hexedit or programming knowledge. Its like this: Run the game with the included doom3.exe and you get a game that is quite bright with a high gloss factor on everything, but use the original doom3.exe and these effects are removed (obviously). If I use the original exe, the game still works with the texture packs, but just the two effects i mentioned above are gone. These two effects seem to be quite resource intensive and I'd like to know how to reduce them. Also, all sikkmod specific features are turned off, so its not sikkmod that is causing this.
Anyone know how to use the Plasma Radar and zPhrozo3SikkmodCompatibleD3.pk4 with Absolute Mod? Keeps crashing if I just place them in the mod folder.
hey, ummm, what link is this? where does it go or better supposed to go, since, well, it says herE: Error 404...lol greetz
maybe integrate them in the MOD .pk4? with winrar. if u do it this way, u also will find out if thios stuff is double in there, or not working with other mods allready in teh pk4.. ?!?!?!? greetz
Hey BetA, The link above is working for me, juzt tred it. As to where it goes, its someones upload folder on sourceforge containing a mod pack that contains a bunch of mods (textures, sikkmod), but the exe seems to be modified in some way (7mb vs vanilla1.3.1's 5~mb) If you replace the provided exe with a 1.3.1 version, it decreases the lighting and some other effects back to sikkmod standard or vanilla if you play without sikkmod. The provided exe really tanks performance also. Was just wondering if you had come across it before and if you new how the exe would have been modified to make changes that are seperate from the mods and sikkmod. Oh, and changing setting via the console has no affect on said modified exe. You can still change all the setting youd expect, just there seems to be some light or other change integrated into the exe.
nope, never tested it. but i will download and test it.. sounds interesting. doh, i will make an backup of my own modded doom3. i messed it up tooo many times before, haha... greetz
Yeah i've got about 4 different Doom 3 directories atm, one for D3 Absolute, HD (the ver in the link above) and one for the Sikkmod + textures packs from this thread. The absolute mod is the one Id like to use, it includes all the highrex textures from other packs, some extra animation etc, but Id like to add this pack to it, or more specifically https://drive.google.com/file/d/0B8PDRPK8eOjRaXprd1daQWx3TzA/edit?pli=1 one from -Tj-. If just drop the zPhrozo3SikkmodCompatibleD3.pk4 into the absolutehd mod folder and try to start a new game or reload one, it starts to load but then goes straight back to the main menu of Doom 3. Annoying as this pack works with any other 'HD' pack ive tried. So not sure where the conflict is. Im unpacking both pk4s (phrozo and zz_ahd.pk4) now to see if there is anyway to merge them.