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Rev Age Author Path Log message Diff
306 4513d 23h leod /highres/ JPG->PNG conversions reverted  
305 4514d 11h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4514d 12h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4514d 13h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4514d 22h leod /highres/textures/ fix case of 1151 #2  
301 4514d 22h leod /highres/textures/ fix case of 1151 #1  
300 4514d 23h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4515d 8h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4516d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4526d 21h spiker /highres/sprites/  
296 4527d 17h spiker /highres/sprites/  
295 4534d 0h spiker /highres/ 281  
294 4534d 16h spiker /highres/ Added 4266  
293 4535d 3h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4536d 23h 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 4546d 17h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4547d 14h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4547d 16h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4552d 3h 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 4581d 16h spiker /highres/  
286 4587d 3h spiker /highres/ 4154  
285 4613d 15h nightfright / Reverted to previous versions: 341-343  
284 4669d 14h loomsday /highres/sprites/props/ doublesided now  
283 4670d 3h spiker /highres/  
282 4670d 9h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4673d 3h nightfright / Modified: #341, 343  
280 4680d 4h nightfright / Modified: #342, 343, 821, 916, 917  
279 4685d 16h nightfright / Updated: E1M1.mhk  
278 4728d 15h loomsday /highres/ #369 polymerized + #797 recreated  
277 4736d 18h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4736d 19h spiker /highres/  
275 4744d 17h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4745d 16h loomsday /highres/ polyTile #367  
273 4745d 18h spiker /highres/ 885 polymerized  
272 4745d 22h spiker /highres/textures/  
271 4745d 22h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4746d 18h spiker /highres/ Content by Lightsource  
269 4748d 19h loomsday /highres/ polymerTile #318  
268 4749d 18h loomsday /highres/ polymer-ed tile #317  
267 4757d 9h h266 /highres/screen/fonts/digital/