This is a collection of basically every single trick in the book for adding enhanced visuals to Doom, without a single new graphic of any kind being used. This is composed entirely of GZDoom text lumps, such as decorate, gldefs, texture defs, and terrain defs.

The following new visual enhancements are included:
- Ambient/environmental fog/smoke throughout levels, creepy red fog around certain hell structures, and green gas left from when a barrel explodes
- Enhanced blood effects, featuring visible blood particles flying out of enemies when they are hurt and blood splats on the floor (meant to just provide a "vanilla plus" feel for people who don't want a mod as big and fancy as some of the big gore mods out there)
- Enhanced particle effects for explosive barrels, featuring smoke rising, nukage splashing, and green flames
- Enhanced particle effects for rocket explosions, featuring sparks, smoke, and burnt chunks of debris
- Enhanced particle effects for fireballs, featuring smoke, trailing flames, and explosive fiery impacts
- Enhanced particle effects for plasma blasts, featuring crackling electricity mixed with brightly color smoke
- Deep liquid (floor clipping) for water, nukage, blood, mud/slime, and lava
- Smoothed out animations for all flat liquid plus warp effects
- Smoothed out multi-layered animations for all liquid falls (including lava falls for megawads that use them)
- Randomized frame speeds for animated textures that feature fire or liquids dripping
- Smoothed animations for the glowing red rock wall textures
- Certain textures are now brightmapped by using themselves as their own brightmaps
- FIREBLU iS nOw PsYcHeDeLiC!
- Glow settings for many flats to simulate things like light fixtures casting light, liquids giving off light, and
certain environments just having their own coloration similar to Playstation Doom.

Additional Credits to : Anyone who has ever created a resource for GZDoom, written a forum post explaining
something over on the ZDoom forums,, or worked on an article in the ZDoom wiki. I studied and learned from countless others in the process of making this, and am extremely appreciative to all of them.

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CodeFX v2.55

CodeFX v2.55

Full Version 3 comments

New, big, and (probably, aside from bug fixes) final update! 07/18/23 - v2.05 to v2.55 - Better candle flames. Pulsating lock indicator door lights. Nukage...

Cryonaut's Colors (The Ultimate Color Palette Collection for DOOM)

Cryonaut's Colors (The Ultimate Color Palette Collection for DOOM)

Effects GFX

A collection of fancy new custom color palettes by yours truly, plus bonus folders full of every other color palette you could ever want. These change...

Compatibility Patch For CodeFX 2.0 & Universal Ambience 1.7

Compatibility Patch For CodeFX 2.0 & Universal Ambience 1.7

Ambience Sounds 1 comment

This is small compatibility patch between two fancy mods for "Doom": "CodeFX" and "Universal Ambience".

CodeFX Blood Sprites & Decals

CodeFX Blood Sprites & Decals

Sprite 4 comments

This is an add-on for CodeFX 2.0 that gives blood new sprites for floor splats and new decals for wall splats, upgrading (based on taste) the visuals...

CodeFX Fire Sprites

CodeFX Fire Sprites

Sprite 1 comment

This is an add-on for CodeFX 2.0 and up that gives flames, candelabras, and torches new sprites to upgrade the visuals even more than with just CodeFX...

CodeFX v2.0

CodeFX v2.0

Full Version 18 comments

Almost the entire mod has been either re-written or overhauled. Fire looks ten times better than before but has extensive optimization tricks to prevent...

Post comment Comments  (0 - 10 of 37)
xerxeslins
xerxeslins - - 4 comments

I love this mod. Instead of using Beautiful Doom, I like to do the following:

Led's Generic Weapon
Flashlight++
Nashgore (maybe I will remove)
Tilt++
Universal Weapon Sway
Double Jump
CODE FX!

By doing this my game looks spectacular. For both DOOM 2 and Freedoom!

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Naidrox
Naidrox - - 9 comments

Hey, this mod looks pretty awesome! I was wondering, will it work with the Relighting mod by HeyDoomer and Project Brutality?

Edit: tried it out myself anyway. There's some minor clashing with relighting that's tolerable, PB is a whole different story though.
I'd love to see a patch at least for the first one

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ANDROIDFERRET
ANDROIDFERRET - - 1,138 comments

Still hoping for an options menu ;) .
If possible . Don't want to stress you

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ParallaxTiger
ParallaxTiger - - 121 comments

Will this CodeFX Mod work with DoomBuilder2/UDB? I was wondering if it could be loaded as a tool/recourse/assets pack in DB2/UDB, cause I'd love to be able to add these effects into my maps while making them. That way these effects could be standard in-map effects, for those of us DoomBuilders who would like our custom WADs to use these effects by default. Mod looks beautiful. Great work.

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RastaManGames
RastaManGames - - 248 comments

Seems that if floor with torches gonna raise up, the flame VFX gonna stay on its place and that causing raised floor with unlit torches...
Can you, please, "attach" flame VFX to decoration, so it gonna move with it?

P.S.: Also, some toggle-able options can be good, since you are replacing some of Doom items (spheres) that can be replaced by other mods, so it can lead to some conflicts...

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ANDROIDFERRET
ANDROIDFERRET - - 1,138 comments

Ohhh ..THERE IS A NEW VERSION ?!?!

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Cryonaut Creator
Cryonaut - - 73 comments

Yeah but I still haven't made the damn options menu for toggling all the effects on or off. :(

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ANDROIDFERRET
ANDROIDFERRET - - 1,138 comments

Np .. I found out that it's not compatible with PBR LIQUIDS or UNIVERSAL MAP ENHANCEMENTS ..

Could you take a look at that ?

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R&R
R&R - - 168 comments

Be nice to see this work for Heretic, Hexen and Strife

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Cryonaut Creator
Cryonaut - - 73 comments

A lot is specific to that aspect of Doom though, like the individual decorations and enemy attacks. I suppose the fire, water, and blood could be ported over though. Not sure if I'll ever have the motivation to mess with it but anyone who wants to is welcome to have at it. :)

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