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Rev Age Author Path Log message Diff
307 4493d 0h leod /highres/ fix 724_d  
306 4493d 6h leod /highres/ JPG->PNG conversions reverted  
305 4493d 19h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4493d 20h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4493d 20h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4494d 5h leod /highres/textures/ fix case of 1151 #2  
301 4494d 5h leod /highres/textures/ fix case of 1151 #1  
300 4494d 6h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4494d 15h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4495d 9h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4506d 4h spiker /highres/sprites/  
296 4507d 0h spiker /highres/sprites/  
295 4513d 7h spiker /highres/ 281  
294 4513d 23h spiker /highres/ Added 4266  
293 4514d 11h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4516d 6h 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 4526d 0h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4526d 22h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4526d 23h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4531d 11h 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 4560d 23h spiker /highres/  
286 4566d 11h spiker /highres/ 4154  
285 4592d 22h nightfright / Reverted to previous versions: 341-343  
284 4648d 22h loomsday /highres/sprites/props/ doublesided now  
283 4649d 11h spiker /highres/  
282 4649d 16h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4652d 11h nightfright / Modified: #341, 343  
280 4659d 11h nightfright / Modified: #342, 343, 821, 916, 917  
279 4664d 23h nightfright / Updated: E1M1.mhk  
278 4707d 22h loomsday /highres/ #369 polymerized + #797 recreated  
277 4716d 1h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4716d 2h spiker /highres/  
275 4724d 1h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4725d 0h loomsday /highres/ polyTile #367  
273 4725d 1h spiker /highres/ 885 polymerized  
272 4725d 5h spiker /highres/textures/  
271 4725d 5h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4726d 1h spiker /highres/ Content by Lightsource  
269 4728d 3h loomsday /highres/ polymerTile #318  
268 4729d 1h loomsday /highres/ polymer-ed tile #317