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309 4585d 6h leod /highres/sprites/ effects, signs, and switches folders are Polymost-complete
(Polymer diffuse/glow maps renamed to *_d[_g].png)

All remaining Polymost textures outside the repository will require bringing back their old MD3 models.
Note that Polymost and Polymer 0136_sdoorswitch share the same MD3.
 
308 4585d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4585d 12h leod /highres/ fix 724_d  
306 4585d 18h leod /highres/ JPG->PNG conversions reverted  
305 4586d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4586d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4586d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4586d 17h leod /highres/textures/ fix case of 1151 #2  
301 4586d 17h leod /highres/textures/ fix case of 1151 #1  
300 4586d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4587d 3h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4587d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4598d 16h spiker /highres/sprites/  
296 4599d 12h spiker /highres/sprites/  
295 4605d 19h spiker /highres/ 281  
294 4606d 11h spiker /highres/ Added 4266  
293 4606d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4608d 18h 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 4618d 12h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4619d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4619d 11h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4623d 22h 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 4653d 11h spiker /highres/  
286 4658d 22h spiker /highres/ 4154  
285 4685d 10h nightfright / Reverted to previous versions: 341-343  
284 4741d 9h loomsday /highres/sprites/props/ doublesided now  
283 4741d 22h spiker /highres/  
282 4742d 4h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4744d 22h nightfright / Modified: #341, 343  
280 4751d 23h nightfright / Modified: #342, 343, 821, 916, 917  
279 4757d 11h nightfright / Updated: E1M1.mhk  
278 4800d 10h loomsday /highres/ #369 polymerized + #797 recreated  
277 4808d 13h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4808d 14h spiker /highres/  
275 4816d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4817d 11h loomsday /highres/ polyTile #367  
273 4817d 13h spiker /highres/ 885 polymerized  
272 4817d 17h spiker /highres/textures/  
271 4817d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4818d 13h spiker /highres/ Content by Lightsource