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309 4494d 22h 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 4494d 23h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4495d 4h leod /highres/ fix 724_d  
306 4495d 10h leod /highres/ JPG->PNG conversions reverted  
305 4495d 22h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4495d 23h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4496d 0h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4496d 9h leod /highres/textures/ fix case of 1151 #2  
301 4496d 9h leod /highres/textures/ fix case of 1151 #1  
300 4496d 10h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4496d 19h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4497d 12h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4508d 8h spiker /highres/sprites/  
296 4509d 4h spiker /highres/sprites/  
295 4515d 11h spiker /highres/ 281  
294 4516d 3h spiker /highres/ Added 4266  
293 4516d 14h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4518d 10h 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 4528d 4h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4529d 1h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4529d 3h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4533d 15h 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 4563d 3h spiker /highres/  
286 4568d 14h spiker /highres/ 4154  
285 4595d 2h nightfright / Reverted to previous versions: 341-343  
284 4651d 1h loomsday /highres/sprites/props/ doublesided now  
283 4651d 15h spiker /highres/  
282 4651d 20h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4654d 14h nightfright / Modified: #341, 343  
280 4661d 15h nightfright / Modified: #342, 343, 821, 916, 917  
279 4667d 3h nightfright / Updated: E1M1.mhk  
278 4710d 2h loomsday /highres/ #369 polymerized + #797 recreated  
277 4718d 5h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4718d 6h spiker /highres/  
275 4726d 4h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4727d 3h loomsday /highres/ polyTile #367  
273 4727d 5h spiker /highres/ 885 polymerized  
272 4727d 9h spiker /highres/textures/  
271 4727d 9h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4728d 5h spiker /highres/ Content by Lightsource