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Rev Age Author Path Log message Diff
305 4505d 8h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4505d 9h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4505d 10h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4505d 19h leod /highres/textures/ fix case of 1151 #2  
301 4505d 19h leod /highres/textures/ fix case of 1151 #1  
300 4505d 19h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4506d 5h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4506d 22h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4517d 18h spiker /highres/sprites/  
296 4518d 14h spiker /highres/sprites/  
295 4524d 20h spiker /highres/ 281  
294 4525d 13h spiker /highres/ Added 4266  
293 4526d 0h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4527d 19h 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 4537d 13h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4538d 11h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4538d 12h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4543d 0h 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 4572d 13h spiker /highres/  
286 4578d 0h spiker /highres/ 4154  
285 4604d 12h nightfright / Reverted to previous versions: 341-343  
284 4660d 11h loomsday /highres/sprites/props/ doublesided now  
283 4661d 0h spiker /highres/  
282 4661d 6h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4664d 0h nightfright / Modified: #341, 343  
280 4671d 1h nightfright / Modified: #342, 343, 821, 916, 917  
279 4676d 13h nightfright / Updated: E1M1.mhk  
278 4719d 12h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 15h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 16h spiker /highres/  
275 4735d 14h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4736d 13h loomsday /highres/ polyTile #367  
273 4736d 15h spiker /highres/ 885 polymerized  
272 4736d 19h spiker /highres/textures/  
271 4736d 19h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 15h spiker /highres/ Content by Lightsource  
269 4739d 16h loomsday /highres/ polymerTile #318  
268 4740d 15h loomsday /highres/ polymer-ed tile #317  
267 4748d 6h h266 /highres/screen/fonts/digital/  
266 4751d 13h loomsday /highres/ #371 polymerized, #152 glow added