Brilliant highlights NG

This is a small update to Brilliant Highlights NG (v1.0) which adds a few tweaks and two modes to choose from.


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This is a small update to Brilliant Highlights NG (v1.0) which adds a few tweaks and two modes to choose from.

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Brilliant highlights NG
Ver 1.1


What is it?

A modified shader for Doom 3 (and RoE) that gives high quality dynamic highlights and enhaces the 3D look of the surfaces.

- Dynamic highlights. 	Using the original specular mapping from the game, my shader adjusts the highlight falloff separately per pixel.
- Highlight masking. 	Like in the built-in shader, the specular map is also used to mask the highlights from less shiny surfaces. 

- Removed plastic look & added Metallic look !!! (by DFM).

- Compatibility. 	Any hardware capable of the ARB 2.0 path can run this mod. 

- Performance. 		BH mod favours math power over memory bandwidth as this is the current trend. 

# Brilliant highlights ver 1.0			        3.7.2007
# Version history
# ---------------
# 1.1  # Two modes to choose pressing the KP_SLASH <KeyPad_/>. (by DFM).
# This is binded in the Autoexec.cfg with the command...:
	bind &quot;KP_SLASH&quot; 	&quot;toggle r_testARBProgram 0 1; toggle r_lightScale 3.0 6.0&quot;
# Also i have needed to increasse the lightscale and lower the gamma and brightness, better do not change that.
# Small tweakes & a bug fix for some colour anims not showing in previous versions, like the CD model colour anim.
# 1.0  # Removed plastic look & added Metallic look !!! (by DFM).
# 0.60 # Lost cause makes a return, also a backlight idea...
# 0.50 # Redesigned specular lights to reflection vector model
# 0.40 # Redesigned whole lighting, now specular is independent of diffuse
# 0.31 # Finally a working result combining with .30 and .21 strenghts
#	   Also, no boosting or overshooting needed anymore
# 0.30 # Rewamped result compositing to MUL based (no glow in the dark)
# 0.21 # Spied the Quake4 shader and found some performance tweaks
#	   Few performance tweaks for my own code as well
# 0.20 # Finalized the pow range and overshoot/boost values

Note!...: Maybe the plastic look is more noticiable again, but to gain this level of gfx quality i have needed to be back !
In a further update i will see what i can do to make this perfect...

Note on the last note!...: I have now made 4 versions, two with colour CD compatible and more plastic look and and two not colour CD compatible with more metallic look !
(Colour CD, who care's about this, bah...)

So how do I install?

Also the is two folders named brilliant_highlights_ng and bettershadders, both are shaders mod's, drag this two folders into the Doom_3 folder and then run Doom3 and select the desired mod from the mods list, done.

-Brilliant_Highlights_NG mod is the latest NEW v1.1 of this succesfull mod !!!

-BetterShadders mod is a NEW Shadders that based on the latest BH_NG v1.1 mod but with some changes, like the backlight removed and other small but noticiable changes...


Extract the folder named glprogs to your q4base folder and &quot;Dynamic highlights NG&quot; will be used for all the Doom 3's mods that do not use any other glprogs folder. The mod will then be automatically (and allways) enabled.


Sometimes you might see yellow or green objects that are not supposed to look that way. Very rare tough. Just keep in mind, this is a beta release, it has been only tested in a number of levels.

You may use only the interaction.vfp, removing the other files that are inside glprogs folder, but the interaction.vfp file !

Remember that the glprogs folder is not a MOD folder, it's a folder to be added into base and d3xp folder or into any other folder mod, ok !!!

What else?

For the more tweaker in heart; you can adjust the minimum and maximum power and the minimum mask within the shader. The comments describe how.


Sure; mail me at


See Doom 3 eula. Also, if you want to use my mod, ask. Not that I wanted to say no, just that I know. And credit me where required.

* The included comparison pictures have bhmod enabled on the left and disabled on the right.

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Registered 19th November 2006

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