alekksandar's VR 3D guns
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- guitardz
- Posts: 19
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- Location: USA
Re: alekksandar's VR 3D guns
Is the BFG model in the VR version?
- alekksandar
- Posts: 22
- Joined: Wed Jan 16, 2019 5:42 pm
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Re: alekksandar's VR 3D guns
Yup. The BFG is still using an old v1 texture, when I was going for a different , pixel art artstyle with this mod.
I'm just now noticing that I never showed it off in any screenshots or the video. Sorry about that! - - but yeah, the model is the same as the one as the desktop version, with offsets for questZdoom
- guitardz
- Posts: 19
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- Location: USA
Re: alekksandar's VR 3D guns
Just want to say I've been using this set for a few weeks now on GZDoomVR, and it's fantastic. I can't see myself ever going back to any of the other VR weapon sets I used in the past.
Re: alekksandar's VR 3D guns
Hey, this is absolutely a must when playing in VR. It aligns so well with Voxel Doom.
I have a minor concern though and it's the weapons' scale. Pistols seem to have good scaling, but the other weapons are all too small--eg. they feel like kid's toys at around what feels like a 60-70 cm length. I'm not sure if the issue is with my settings, but I was unable to find any workarounds. Do you know any way to change weapon model scale for specific weapons?
I have a minor concern though and it's the weapons' scale. Pistols seem to have good scaling, but the other weapons are all too small--eg. they feel like kid's toys at around what feels like a 60-70 cm length. I'm not sure if the issue is with my settings, but I was unable to find any workarounds. Do you know any way to change weapon model scale for specific weapons?
Last edited by twyzeas on Mon Jun 03, 2024 6:45 am, edited 1 time in total.
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liminalnothing
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Re: alekksandar's VR 3D guns
Is it possible to have these be angled so they won't look as weird as said for the non-vr desktop version?
- alekksandar
- Posts: 22
- Joined: Wed Jan 16, 2019 5:42 pm
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Re: alekksandar's VR 3D guns
Sorry for late reply. I dont log in here often. Made an angled version too, but I was thinking of making a version that's actually fully animated with hand models one of these days, too.liminalnothing wrote: ↑Sat Jan 17, 2026 9:29 am Is it possible to have these be angled so they won't look as weird as said for the non-vr desktop version?
Anyway, here's the link , also updated main post.- https://alekk.art/mods/alek_DoomGuns_v1 ... ANGLED.pk3
- Lossvoise
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Re: alekksandar's VR 3D guns
I'm working on a VR update for this wonderful mod.
I'm trying to add tracers when firing, but I'm struggling so far:
I tried converting hitscans into projectiles, but then the Gun-Bonsai upgrades don't always work correctly (this mod stacks beautifully with your updated weapons mod and adds a ton of variety).
In a sense, I'm attempting to mash up the idea from this mod.
What I do is spawn fake projectiles that fly to the hitscan impact point, moving so fast you can't notice the tiny delay.
The problem: I can't make them spawn from the gun's muzzle – they always fire from the player's head...
I tried to understand the tracer logic in Brutal Doom 3D guns (there they actually come out of the muzzle), but those tracers fly all over the place and don't follow the hitscan.
Can you help me find the function responsible for firing exactly from the barrel haha? I've been at it for two days, swearing at AI chatbots, and even they can't figure it out.
I got no human-codding experience, only try-hard vibecoding
I've also done a sound redesign for the mod to make every gun maximum-impact and ear-friendly.*
I'm trying to add tracers when firing, but I'm struggling so far:
I tried converting hitscans into projectiles, but then the Gun-Bonsai upgrades don't always work correctly (this mod stacks beautifully with your updated weapons mod and adds a ton of variety).
In a sense, I'm attempting to mash up the idea from this mod.
What I do is spawn fake projectiles that fly to the hitscan impact point, moving so fast you can't notice the tiny delay.
The problem: I can't make them spawn from the gun's muzzle – they always fire from the player's head...
I tried to understand the tracer logic in Brutal Doom 3D guns (there they actually come out of the muzzle), but those tracers fly all over the place and don't follow the hitscan.
Can you help me find the function responsible for firing exactly from the barrel haha? I've been at it for two days, swearing at AI chatbots, and even they can't figure it out.
I got no human-codding experience, only try-hard vibecoding
I've also done a sound redesign for the mod to make every gun maximum-impact and ear-friendly.*
- Lossvoise
- Posts: 23
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- Contact:
Re: alekksandar's VR 3D guns
Don't worry about it—I managed to get it working! I'll upload it soon (I still want to add weapon flash effects; for some reason, they don't work by default), and you can add the add-on to the mod's main page if you'd likeLossvoise wrote: ↑Thu May 14, 2026 10:37 am I'm working on a VR update for this wonderful mod.
I'm trying to add tracers when firing, but I'm struggling so far:
I tried converting hitscans into projectiles, but then the Gun-Bonsai upgrades don't always work correctly (this mod stacks beautifully with your updated weapons mod and adds a ton of variety).
In a sense, I'm attempting to mash up the idea from this mod.
What I do is spawn fake projectiles that fly to the hitscan impact point, moving so fast you can't notice the tiny delay.
The problem: I can't make them spawn from the gun's muzzle – they always fire from the player's head...
I tried to understand the tracer logic in Brutal Doom 3D guns (there they actually come out of the muzzle), but those tracers fly all over the place and don't follow the hitscan.
Can you help me find the function responsible for firing exactly from the barrel haha? I've been at it for two days, swearing at AI chatbots, and even they can't figure it out.
I got no human-codding experience, only try-hard vibecoding
I've also done a sound redesign for the mod to make every gun maximum-impact and ear-friendly.*
- alekksandar
- Posts: 22
- Joined: Wed Jan 16, 2019 5:42 pm
- Contact:
Re: alekksandar's VR 3D guns
Looking forward to seeing how that looks! Tracers SHOULD come out of the weapon itself if they're made to be weapon projectiles. Maybe that wouldn't work on the desktop version? I myself have been struggling with weapon tracers on a different gzdoom mod I've been making for the past many years haha so , maybe I learn something from this too. (unless its zscript!). What I did, is I gave the tracers a tiny delay before they appear visible, so that they dont appear from your face, or shoulder, or belly or such.Lossvoise wrote: ↑Sat May 16, 2026 5:34 amDon't worry about it—I managed to get it working! I'll upload it soon (I still want to add weapon flash effects; for some reason, they don't work by default), and you can add the add-on to the mod's main page if you'd likeLossvoise wrote: ↑Thu May 14, 2026 10:37 am I'm working on a VR update for this wonderful mod.
I'm trying to add tracers when firing, but I'm struggling so far:
I tried converting hitscans into projectiles, but then the Gun-Bonsai upgrades don't always work correctly (this mod stacks beautifully with your updated weapons mod and adds a ton of variety).
In a sense, I'm attempting to mash up the idea from this mod.
What I do is spawn fake projectiles that fly to the hitscan impact point, moving so fast you can't notice the tiny delay.
The problem: I can't make them spawn from the gun's muzzle – they always fire from the player's head...
I tried to understand the tracer logic in Brutal Doom 3D guns (there they actually come out of the muzzle), but those tracers fly all over the place and don't follow the hitscan.
Can you help me find the function responsible for firing exactly from the barrel haha? I've been at it for two days, swearing at AI chatbots, and even they can't figure it out.
I got no human-codding experience, only try-hard vibecoding
I've also done a sound redesign for the mod to make every gun maximum-impact and ear-friendly.*![]()
Thanks for being inspired by this mod and again, looking forward to seeing this, Cheers !
- Lossvoise
- Posts: 23
- Joined: Tue May 28, 2024 8:15 pm
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- Contact:
Re: alekksandar's VR 3D guns
Update for alekksandar's VR 3D Guns mod!
✔ Resampled juicy gunshot sounds
✔ Added bullet trails
✔ Added muzzle flashes
The best VR DOOM gun mod just got even better!
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commanderkoopa
- Posts: 3
- Joined: Tue May 26, 2026 12:25 pm
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- Graphics Processor: Not Listed
Re: alekksandar's VR 3D guns
Lossvoise wrote:
> [quote=Lossvoise post_id=1266683 time=1779415332 user_id=39605]
>
> [/quote]
Excellent work, friend. Though, I am sad to report the tracers themselves to not persist while using either UltimateSloMo or BulletTimeX. Back in my early days of Doom VR stuff I was looking for a universal tracer solution but didn't find one until more recently. I too have been tinkering with this mod for a long time. My ambition for DoomVR is very much an arcade experience (I run almost 80 mods lol), so shootdodge and such is essential to me. However, maybe this will be of use to you.
I've merged the weaponset,
recolored some, renamed some, and added relevant icons,
doubled the pistol and revolver (for the authentic John Woo),
added tracers which ricochet,
adjusted reload animations,
changed pistol clip size and fire rate,
upped revolver damage and bullet consumption per-shot
added a secondary fire for the SSG.
Although my work is based on a fork of the OG mod that I picked up in DoomVR discord some time ago.
You'll be able to work your way around the tracer code if you want to use it. OG author Ermac has a readme in there. I was able to pull it out and add them to Blood VR weapons, as well as several other 3d weapon sets I've come across for various things.
Included in the zip is the OG file, the edited one I picked from Discord, my changes, and a test version I was working on before I got bored.
https://drive.google.com/file/d/1mEoIFv ... sp=sharing
You may be interested in the GlowInTheDark mod I put together, as well.
https://www.moddb.com/members/presidentkoopa/downloads
> [quote=Lossvoise post_id=1266683 time=1779415332 user_id=39605]
>
> [/quote]
Excellent work, friend. Though, I am sad to report the tracers themselves to not persist while using either UltimateSloMo or BulletTimeX. Back in my early days of Doom VR stuff I was looking for a universal tracer solution but didn't find one until more recently. I too have been tinkering with this mod for a long time. My ambition for DoomVR is very much an arcade experience (I run almost 80 mods lol), so shootdodge and such is essential to me. However, maybe this will be of use to you.
I've merged the weaponset,
recolored some, renamed some, and added relevant icons,
doubled the pistol and revolver (for the authentic John Woo),
added tracers which ricochet,
adjusted reload animations,
changed pistol clip size and fire rate,
upped revolver damage and bullet consumption per-shot
added a secondary fire for the SSG.
Although my work is based on a fork of the OG mod that I picked up in DoomVR discord some time ago.
You'll be able to work your way around the tracer code if you want to use it. OG author Ermac has a readme in there. I was able to pull it out and add them to Blood VR weapons, as well as several other 3d weapon sets I've come across for various things.
Included in the zip is the OG file, the edited one I picked from Discord, my changes, and a test version I was working on before I got bored.
https://drive.google.com/file/d/1mEoIFv ... sp=sharing
You may be interested in the GlowInTheDark mod I put together, as well.
https://www.moddb.com/members/presidentkoopa/downloads
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commanderkoopa
- Posts: 3
- Joined: Tue May 26, 2026 12:25 pm
- Operating System Version (Optional): ws
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Re: alekksandar's VR 3D guns
guitardz wrote:
> Just want to say I've been using this set for a few weeks now on GZDoomVR,
> and it's fantastic. I can't see myself ever going back to any of the other
> VR weapon sets I used in the past.
It that is HH79's GZDVR? Mad respect for everything they did to bring that into the world.
I would strongly recommend, however, moving to Emawind84's pcvr fork of the feature-rich TeamBeef's QuestZDoom
Tons of fun stuff including two-handed weapon support, natural crouching, and offhand weapon support(!!).
PM me if you care to, I'm a font of information and fun mods specifically for DoomVR.
https://github.com/emawind84/QuestZDoom
https://github.com/iAmErmac/Universal_D ... Weapons_VR
> Just want to say I've been using this set for a few weeks now on GZDoomVR,
> and it's fantastic. I can't see myself ever going back to any of the other
> VR weapon sets I used in the past.
It that is HH79's GZDVR? Mad respect for everything they did to bring that into the world.
I would strongly recommend, however, moving to Emawind84's pcvr fork of the feature-rich TeamBeef's QuestZDoom
Tons of fun stuff including two-handed weapon support, natural crouching, and offhand weapon support(!!).
PM me if you care to, I'm a font of information and fun mods specifically for DoomVR.
https://github.com/emawind84/QuestZDoom
https://github.com/iAmErmac/Universal_D ... Weapons_VR
- Lossvoise
- Posts: 23
- Joined: Tue May 28, 2024 8:15 pm
- Preferred Pronouns: He/Him
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- Location: St. Petersburg, Russia
- Contact:
Re: alekksandar's VR 3D guns
Thanks for the feedback! Yeah, unfortunately, I never quite figured out how to use these types of tracers with time-manipulation mods (Gearbox, BulletTime, GunBonsai, etc.). I had to make standalone patches for each of those mods individually to prevent weird bugs.commanderkoopa wrote: ↑Tue May 26, 2026 12:46 pm Lossvoise wrote:
>Excellent work, friend. Though, I am sad to report the tracers themselves to not persist while using either UltimateSloMo or BulletTimeX. Back in my early days of Doom VR stuff I was looking for a universal tracer solution but didn't find one until more recently. I too have been tinkering with this mod for a long time. My ambition for DoomVR is very much an arcade experience (I run almost 80 mods lol), so shootdodge and such is essential to me. However, maybe this will be of use to you.
I've merged the weaponset,
recolored some, renamed some, and added relevant icons,
doubled the pistol and revolver (for the authentic John Woo),
added tracers which ricochet,
adjusted reload animations,
changed pistol clip size and fire rate,
upped revolver damage and bullet consumption per-shot
added a secondary fire for the SSG.
Although my work is based on a fork of the OG mod that I picked up in DoomVR discord some time ago.
You'll be able to work your way around the tracer code if you want to use it. OG author Ermac has a readme in there. I was able to pull it out and add them to Blood VR weapons, as well as several other 3d weapon sets I've come across for various things.
Included in the zip is the OG file, the edited one I picked from Discord, my changes, and a test version I was working on before I got bored.
https://drive.google.com/file/d/1mEoIFv ... sp=sharing
You may be interested in the GlowInTheDark mod I put together, as well.
https://www.moddb.com/members/presidentkoopa/downloads
Right now, I have two main modpacks for Quest 3. The first is a survival horror build featuring Project Malice, a slower pace, Dark Doom, and GlowInTheDark. It's focused on tactical gameplay, resource management, and immersion. The second one is an arcade-style roguelike with progression, built purely for fun.
Thanks a ton for the resources! It's awesome to see someone else interested in Doom VR modding nowadays, haha. I’m constantly working on stuff (80% modding / 20% playtesting) and I'm really glad I'm not alone! I’ve made a bunch of QOL tweaks for both popular and niche mods to make the VR experience as polished as possible. I'm actually thinking about dropping these modpacks here along with all my add-ons, if the VR community is alive
__________________________________________________
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- Lossvoise
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Re: alekksandar's VR 3D guns
The next big step for the Doom VR community would be adding full hands and manual reloading for this mod... 

Honestly, I’ve already uninstalled almost everything except Doom on my Quest 3 anyway, but if an add-on like that actually drops, I won't see any reason to play other games at all, haha.
I assume this could be done using Virtual Tactical Vest by iAmErmac, who constantly hooks us up with great VR stuff. Essentially, you'd just need to move one interaction zone to the weapon and another to the ammo pouch, similar to how it works in the original mod—except there it’s for guns instead of magazines. The logic is transparent... like my programming skills to actually pull this off (none).
Honestly, I’ve already uninstalled almost everything except Doom on my Quest 3 anyway, but if an add-on like that actually drops, I won't see any reason to play other games at all, haha.
I assume this could be done using Virtual Tactical Vest by iAmErmac, who constantly hooks us up with great VR stuff. Essentially, you'd just need to move one interaction zone to the weapon and another to the ammo pouch, similar to how it works in the original mod—except there it’s for guns instead of magazines. The logic is transparent... like my programming skills to actually pull this off (none).