I used 16x antialiasing from Doom 3 alone with X8 Edge AA from the color tab and it looked like I was looking through a fish eye or something. Am thinking it might be some Control panel option contrasting with an in-game antialiasing option (that's the cause). I doubt this will work, but as they say, the Devil's all in the details, so maybe small work arounds will hopefully fix it. The culprit is antialiasing, not only one but two at the same time:ġ-Turn it off on nvidia control panel if your driver is forcing itĢ-Turn it off in advanced Doom 3 options if you ever enabled itģ-Just delete doomconfig and readjust your settings to ultra in the mod.Ĥ-Try turning off SSAO and SIL (SSAO tab of Sikkmod options-Restore it later if you had it turned on).ĥ-In one of the tabs called "Color" there's an option called "Edge AA", turn that off too.ĥ-Run it with absolutely no AA or just enable the Doom 3 advanced options one (not from Sikkmod).Ħ-If nothing works just copy and paste the "mycurrentsettings" inside "sikkmod" and paste it into a working doomconfig.cfg after running the game at least once. It MIGHT work, if using compatibility mode, or an older operational system "emulator" to "emulate" Win XP. ![]() ![]() The code was written for up to Directx 9.0b and it's equivalent OpenGl version for Doom idtech engine. If all fail, I think Win8 OpenGl driver is a different version than all other previous Windows Versions. Then just get vpf files and place them inside glprogs in sikkmod folder. If you need the folder again here is dl link to PoM: Copy then and paste then outside that folder and into glprogs.Īlso, in doomconfig.cfg, if you changed resolution or detail, copy these settings in the end of the file: I hope someone appreciates this and appreciate all the support people have given my modest particle effects over the years.Inside the glprogs are the folders, if I remember well the one called simply "pom" is the one with the files you need. If you have any comments or questions let me know. All one needs to do is simply install this mod to whichever mod they want and hopefully Doom 3 will use the new particles ( unless changes were made to use different particles, then it probably won't ) ![]() I made this mod because of the new effects I had made over the years and because I am aware that my other mods were not very compatible with other mods, especially Sikkmod, so now that shouldn't be as much as a problem. It includes particles for the weapons, projectiles, wound effects, explosions, monster particles, and some of the fire particles used in the levels as ambient effects. ![]() Nothing else gets overwrote except the teleport FXs so that people can appreciate some new teleport particles from Phrozo Mod 2.0. In short it just is a simple overwrite of the particles being used. It's a simple particle mod with much newer particle effects than what most people have seen and used from my older works but the mod is entirely just for particle effects and it was specifically made to be compatible Sikkmod 1.2 without modifying any game files other than the actual particles being used. My latest mod is Phrozo Particles 2 for Sikkmod 1.2 and can be found here. My name is Phrozo and I am known for releasing various mods that include lots of new particle effects for the Doom 3 community to enjoy and use.
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