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| Skin Pack Add-on for Classic DOOM (2.5) - File Description |
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
Description:
This mod changes the colors of some of the Doom 3 monsters so that they match their original Doom 1 and 2 counterparts.
Skins included in this release:
- archvile (updated)
- cacodemon (updated)
- cherub (updated)
- cyberdemon (updated)
- hellknight (updated) 
- imp (updated)
- lost soul (updated)
- maggot (updated)
- mancubus (updated)
- pinky (updated)
- revenant (updated)
- sabaoth (spider-mastermind look)
- ticks (updated)
- trite (updated)
- vagary (updated)
- wraith (updated)
- zombie commando (updated)
- zsec-machinegun (updated - heavy-weapon-dude of DOOM2)
- zsec-pistol (updated)
- zsec-shield (updated)
- zsec-shotgun (updated)
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
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|  | | Skin Pack Add-on for Classic DOOM (2.5) - Screenshots |  | Screenshots: |  |

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| Skin Pack Add-on for Classic DOOM (2.5) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Skin Pack Add-on for Classic DOOM (2.5) - Readme |  | Readme File: -------------------------------------------------
Name- Skin Pack Add-on for Classic DOOM (2.5) -mod of DOOM3 ( http://cdoom.d3files.com/ )
Release Date- July 16, 2005
Author- Santiago Rocha (from Uruguay)
E-Mail- srs2 AT adinet.com.uy
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-Description-
The skins of release 2.0 are:
archvile -(updated)
cacodemon -(updated)
cherub -(updated)
cyberdemon -with eyes ;)
hellknight -(updated) -new look
imp -(updated)
lost soul -(updated)
maggot -(updated) -new look
mancubus -(updated)
pinky -(updated)
revenant -(updated)
ticks -arachnotron-look
trite
vagary
wraith
zombie commando -(updated)
zsec-machinegun -(updated)
zsec-pistol -(updated)
zsec-shield -(updated)
zsec-shotgun -(updated)
The skins of release 1.0 are:
archvile
cacodemon -one green-eye ;)
cherub
hellknight -two skins
imp -two skins
lost soul -skull-look
maggot
mancubus
pinky -with yellow-eyes ;)
revenant
zombie commando -ss of Wolfenstein3D (secret enemie in DOOM2,of course the look is retro)
zsec-machinegun
zsec-pistol -zombieman of DOOM1,2
zsec-shield
zsec-shotgun -shotgun-guy of DOOM1,2
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-How To Install-
1. Extract SR_CDOOM_skins_(performance or quality).pk4 and cdoom_def.pk4 to your doom3/cdoom directory.
2. Load 'Classic DOOM 3' mod and the skins will take effect.
-How to Uninstall-
1. Simply delete those .pk4 files.
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-FAQ-
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The pack doesn't work for Mac users. Are you planning on making it compatible in the future?
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Unfortunately, being myself a PC user, I don't have a clue about what is the problem that causes it to hang. If it's for having edited files to add or hide original Doom3 textures, there seems to be no solution. On the other hand, if anyone finds out specifically what the problem is and knows what I should change to make it work in both operating systems, please write to me.
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Skinpack 2.0 is supposed to be for Classic Doom, but there's a compatibility error with version 0.56
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The skinpack was released when Classic Doom was at version 0.25. For version 0.56, .def files were added, which hold the information for the zsec's heads, so I've included cdoom_def.pk4 which must be replaced by the original. But beware!, if for future versions of Classic Doom, files in this .pk4 are updated, replacing them with a previous version should cause an error. For that reason, here goes exactly what I changed in cdoom_def.pk4:
monster_zsec_pistol.def > entityDef monster_zsec_pistol > 'def_head' 'head_zombie6' (changed to 'head_zombie7')
monster_zsec_shotgun.def > entityDef monster_zsec_shotgun > 'def_head' 'head_zombie5' (changed to 'head_zombie6')
To solve the problem of the order in the heads of the zsecs in the original Doom3, what you have to do is rename the file pak000.pk4 in Doom3's 'base' directory to .zip. Then, from Windows Explorer (if you don't have XP you'll need WinZip), select the 'def' folder, which you'll have to extract from SR_CDOOM_skins_(performance or quality).pk4 and drag it onto 'pak000.zip'. In Winzip, when adding the files, check that the 'Replace' option is checked. Then rename 'pak000.zip' back into 'pak000.pk4' and you're set.
When you want to bring it back to normal, remember that there's a backup of the original 'pak000.pk4' file in Doom3 CD#2 (in the 'setup\data\base' folder).
Don't forget to copy the SR_CDOOM_skins_(performance or quality).pk4 to Doom3's 'base' folder or the machine will hang when you meet the zsec_pistol or zsec_machinegun.
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The cacodemon, lostsoul and imp look awful in low-lit rooms (version 1.0 and 2.0).
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That's for manually editing of the models' local maps. The error is the following: the model's geometry appears cut, so in the joint of the two symmetrical parts, it lacks the 'blend' smoothing and the specular. Also, the ligthing has a hard time getting over to the symmetrical side.
When I began making the skinpack, I noticded there were errors in the way the skins were displayed, as when manually editing the local maps, incoherences arise in the model when in the light or shadow. I realized I had to individually edit the red and green RGB channels, which would take me time, which is why I decided to release the 1.0 version barely 4 days after starting, to make sure it worked in other machines, so I'd know whether the effort would be worth making.
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Could you make a version that is at least compatible with High Quality? Because Ultra mode kills my CPU (version 1.0 and 2.0).
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I haven't still been able to find out what is the problem that causes some textures to be lost in quality modes lower than Ultra Quality.
This has been another error I found when I began working on the skinpak.
Supposedly, it whould be due to commands written in the materials list that work with .tga, 'uncompressed', 'highquality' and 'forceHighQuality'. However, none of them is in the pak's .mtr files.
But in this release I've changed the .tga names, and now the pack works in all the detail modes, as I noticed that the new .tgas, such as the 'zombieman'
weren't affected by this issue.
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Why are you making skins for enemies that weren't in the original Doom?
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The skinpack tries to help the Doom3 enemies that are 'temporarily' in the mod, to have a more classic look, but in the future, this 'total conversion' could get a remake of all the enemy models to be accurate matches of the original, so all the work I make now wouln't be wasted if the pack was also compatible with the original Doom3. I'd probably also have to do a remake of the new enemies to avoid the inconsistency in styles between the old and new enemies during the game.
Of course, you'd have to use the 'Stupid Gunlights' mod by Noni to appreciate the skin work, since the original Doom3 is just too dark, and the 'Classic Sounds Soundpack' by Revenant100 to set a more nostalgic ambient.
But remember that when you put the 'Stupid Gunlights' .pk4 in Doom3's 'base' directory, the machine will hang when you try to play the 'Classic DOOM' mod.
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Are you sure you put the hellknight skins in the correct order?
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The HK has two skins: a grey one and a green one, representing maybe the hellknight and the baron of hell. The problem is, which is which? I mean, the originals are orange and red. I got based in the fact that the first time that you face these enemies in Doom3, are two grey ones that come out of the portal, maybe representing the final shareware Doom bosses (first episode in Doom), which are two orange ones (hellknights). Also, it would fit the color tone, as the HK is lighter than the BOH, just like grey and green.
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The pinky looks kinda good, but its teeth really suck.
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The problem is that the models' UVW map is way too stretched, to the point of only being able to put teeth on the mandible's sides. I should change the geometry in the future.
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The revenant's armor doesn't look as convincing as the zsec_shield's shield.
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The problem is that the revenant's armor is flexible, so giving it more detail (to be perceived as rough), would evidence the area where the armour stretches.
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The archvile has a light point in its head.
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You should check that kind of bugs with the original skin before posting them.
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-Links-
http://doom3.filefront.com/ -Doom 3 Files - The Ultimate Doom 3 Download resource!
http://www.planetdoom.com/ -Planet DOOM - News, Screenshots, Previews, Reviews, Guides
http://vault.d3files.com/ -Kaiser's Doom Vault (The creator of 'T-Lab Complex' and 'Refueling Station' for DOOM3)
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-Disclaimer-
I am not affiliated with Activision, id Software or Flaming Sheep Software in any way, they do not hold responsibility for any technical issues that you may encouter through the use of this skin pack. Contact me at srs2 AT adinet.com.uy if you find any problems.
-Doom 3 is a registered trademark of id Software, Inc.-
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| Skin Pack Add-on for Classic DOOM (2.5) - User Comments |
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The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.
Total comments: 8 | Last comment: 03-05-2007 at 06:12
PuKiS Joined: April 19th, 2005 Posts: 48 | all i can say is WOAH MAN!!!!! i would dl this but i dont have classic doom 3 so that would equal about 150meg. nO WAY AM I DOWNLOADING 250MEG!!!!.awesome stuff though 9.9/10 considering i cant dl it |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | works fine on my Mac with Classic Doom and contacted Santiago 
Skins look awesome! 10/10 Great work!! |
seemenot Joined: June 16th, 2005 Posts: 99 | i think you got to chage the chaingun i got Classic doom 0.35 or some thing its new |
seemenot Joined: June 16th, 2005 Posts: 99 | what do the doom guy look like the classic doom guy??? OOOO |
Furious_DC Joined: March 15th, 2005 Posts: 125 | Can you use these in the regular doom3? |
BronzBlade From: (stockholm) Joined: October 8th, 2005 Posts: 101 | I have always wonder, why are the old monsters skin changed? Imp has 12 eyes!!!
And now i can download the old monsters. GREAT MOD! YOU ROCK |
MrDoom From: (Kaunas) Joined: November 1st, 2006 Posts: 71 | OMFG that's some juicy skins |
Sandwraith1991 Joined: May 1st, 2006 Posts: 20 | Que bueno saber que hay más uruguayos aca. Y mejor aún saber que un uruguayo hace tan buenos skins. |
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