Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Directory listing | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
306 4582d 22h leod /highres/ JPG->PNG conversions reverted  
305 4583d 10h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4583d 11h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4583d 12h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4583d 21h leod /highres/textures/ fix case of 1151 #2  
301 4583d 21h leod /highres/textures/ fix case of 1151 #1  
300 4583d 22h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4584d 7h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4585d 0h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4595d 20h spiker /highres/sprites/  
296 4596d 16h spiker /highres/sprites/  
295 4602d 23h spiker /highres/ 281  
294 4603d 15h spiker /highres/ Added 4266  
293 4604d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4605d 22h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
291 4615d 16h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4616d 13h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4616d 15h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4621d 3h h266 /highres/textures/ Revise #336-338 (water texture) from the original JPEGs to remove artifacts while maintaining the integrity of the texture.
I originally did this in 2009 but the process caused subtle differences in the texture, and it did not solve the issue of artifacts in the very dark shades between the highlights. This time I used two Selective Gaussian Blur passes in GIMP, one on highlights and one on the dark gaps, with settings so that it blended away artifacts without causing any noticeable change to the artwork that I could detect.
 
287 4650d 15h spiker /highres/  
286 4656d 2h spiker /highres/ 4154  
285 4682d 14h nightfright / Reverted to previous versions: 341-343  
284 4738d 13h loomsday /highres/sprites/props/ doublesided now  
283 4739d 3h spiker /highres/  
282 4739d 8h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4742d 2h nightfright / Modified: #341, 343  
280 4749d 3h nightfright / Modified: #342, 343, 821, 916, 917  
279 4754d 15h nightfright / Updated: E1M1.mhk  
278 4797d 14h loomsday /highres/ #369 polymerized + #797 recreated  
277 4805d 17h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4805d 18h spiker /highres/  
275 4813d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4814d 15h loomsday /highres/ polyTile #367  
273 4814d 17h spiker /highres/ 885 polymerized  
272 4814d 21h spiker /highres/textures/  
271 4814d 21h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4815d 17h spiker /highres/ Content by Lightsource  
269 4817d 18h loomsday /highres/ polymerTile #318  
268 4818d 17h loomsday /highres/ polymer-ed tile #317  
267 4826d 8h h266 /highres/screen/fonts/digital/