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310 4541d 15h leod /highres/ Restore 0603_skin_g.png / Activate forgotten textures / Pal 12/18 fixes / DEF file tweaks and fixes

Re-add 0603_skin_g.png which is needed by babes other than the new 603 one
Add forgotten 0124_n.png, 0125_n.png to textures.def
Add forgotten 4400_bear_24.png to props.def
Fix pal 12/18 of 4510_pirate1a by renaming
Change pal 12/18 fix of the Alien Queen by renaming / SCNR
Fix line feeds of characters.def and ice.def
Add line feeds at the end of DEFs
 
309 4544d 5h 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 4544d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4544d 12h leod /highres/ fix 724_d  
306 4544d 18h leod /highres/ JPG->PNG conversions reverted  
305 4545d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4545d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4545d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4545d 17h leod /highres/textures/ fix case of 1151 #2  
301 4545d 17h leod /highres/textures/ fix case of 1151 #1  
300 4545d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4546d 3h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4546d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4557d 16h spiker /highres/sprites/  
296 4558d 12h spiker /highres/sprites/  
295 4564d 18h spiker /highres/ 281  
294 4565d 11h spiker /highres/ Added 4266  
293 4565d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4567d 17h 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 4577d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4578d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4578d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4582d 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 4612d 11h spiker /highres/  
286 4617d 22h spiker /highres/ 4154  
285 4644d 9h nightfright / Reverted to previous versions: 341-343  
284 4700d 9h loomsday /highres/sprites/props/ doublesided now  
283 4700d 22h spiker /highres/  
282 4701d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4703d 22h nightfright / Modified: #341, 343  
280 4710d 23h nightfright / Modified: #342, 343, 821, 916, 917  
279 4716d 11h nightfright / Updated: E1M1.mhk  
278 4759d 10h loomsday /highres/ #369 polymerized + #797 recreated  
277 4767d 13h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4767d 13h spiker /highres/  
275 4775d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4776d 11h loomsday /highres/ polyTile #367  
273 4776d 12h spiker /highres/ 885 polymerized  
272 4776d 17h spiker /highres/textures/  
271 4776d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.