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
300 4597d 0h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4597d 10h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4598d 3h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4608d 23h spiker /highres/sprites/  
296 4609d 19h spiker /highres/sprites/  
295 4616d 2h spiker /highres/ 281  
294 4616d 18h spiker /highres/ Added 4266  
293 4617d 5h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4619d 1h 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 4628d 19h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4629d 16h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4629d 18h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4634d 5h 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 4663d 18h spiker /highres/  
286 4669d 5h spiker /highres/ 4154  
285 4695d 17h nightfright / Reverted to previous versions: 341-343  
284 4751d 16h loomsday /highres/sprites/props/ doublesided now  
283 4752d 5h spiker /highres/  
282 4752d 11h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4755d 5h nightfright / Modified: #341, 343  
280 4762d 6h nightfright / Modified: #342, 343, 821, 916, 917  
279 4767d 18h nightfright / Updated: E1M1.mhk  
278 4810d 17h loomsday /highres/ #369 polymerized + #797 recreated  
277 4818d 20h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4818d 21h spiker /highres/  
275 4826d 19h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4827d 18h loomsday /highres/ polyTile #367  
273 4827d 20h spiker /highres/ 885 polymerized  
272 4828d 0h spiker /highres/textures/  
271 4828d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4828d 20h spiker /highres/ Content by Lightsource  
269 4830d 21h loomsday /highres/ polymerTile #318  
268 4831d 20h loomsday /highres/ polymer-ed tile #317  
267 4839d 11h h266 /highres/screen/fonts/digital/  
266 4842d 19h loomsday /highres/ #371 polymerized, #152 glow added  
265 4846d 8h spiker /highres/ Fixes some broken normal maps  
264 4865d 4h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4871d 1h nightfright / Updated: #821, 1189, 2493  
262 4884d 18h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4891d 19h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)