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
307 4481d 20h leod /highres/ fix 724_d  
306 4482d 2h leod /highres/ JPG->PNG conversions reverted  
305 4482d 14h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4482d 16h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4482d 16h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4483d 1h leod /highres/textures/ fix case of 1151 #2  
301 4483d 1h leod /highres/textures/ fix case of 1151 #1  
300 4483d 2h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4483d 11h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4484d 4h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4495d 0h spiker /highres/sprites/  
296 4495d 20h spiker /highres/sprites/  
295 4502d 3h spiker /highres/ 281  
294 4502d 19h spiker /highres/ Added 4266  
293 4503d 7h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4505d 2h 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 4514d 20h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4515d 17h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4515d 19h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4520d 7h 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 4549d 19h spiker /highres/  
286 4555d 7h spiker /highres/ 4154  
285 4581d 18h nightfright / Reverted to previous versions: 341-343  
284 4637d 18h loomsday /highres/sprites/props/ doublesided now  
283 4638d 7h spiker /highres/  
282 4638d 12h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4641d 7h nightfright / Modified: #341, 343  
280 4648d 7h nightfright / Modified: #342, 343, 821, 916, 917  
279 4653d 19h nightfright / Updated: E1M1.mhk  
278 4696d 18h loomsday /highres/ #369 polymerized + #797 recreated  
277 4704d 21h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4704d 22h spiker /highres/  
275 4712d 20h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4713d 20h loomsday /highres/ polyTile #367  
273 4713d 21h spiker /highres/ 885 polymerized  
272 4714d 1h spiker /highres/textures/  
271 4714d 1h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4714d 21h spiker /highres/ Content by Lightsource  
269 4716d 23h loomsday /highres/ polymerTile #318  
268 4717d 21h loomsday /highres/ polymer-ed tile #317