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308 4518d 9h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4518d 14h leod /highres/ fix 724_d  
306 4518d 20h leod /highres/ JPG->PNG conversions reverted  
305 4519d 9h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4519d 10h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4519d 10h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4519d 19h leod /highres/textures/ fix case of 1151 #2  
301 4519d 19h leod /highres/textures/ fix case of 1151 #1  
300 4519d 20h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4520d 5h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4520d 23h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4531d 18h spiker /highres/sprites/  
296 4532d 14h spiker /highres/sprites/  
295 4538d 21h spiker /highres/ 281  
294 4539d 13h spiker /highres/ Added 4266  
293 4540d 1h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4541d 20h 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 4551d 14h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4552d 12h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4552d 13h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4557d 1h 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 4586d 13h spiker /highres/  
286 4592d 1h spiker /highres/ 4154  
285 4618d 12h nightfright / Reverted to previous versions: 341-343  
284 4674d 12h loomsday /highres/sprites/props/ doublesided now  
283 4675d 1h spiker /highres/  
282 4675d 6h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4678d 1h nightfright / Modified: #341, 343  
280 4685d 1h nightfright / Modified: #342, 343, 821, 916, 917  
279 4690d 13h nightfright / Updated: E1M1.mhk  
278 4733d 12h loomsday /highres/ #369 polymerized + #797 recreated  
277 4741d 15h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4741d 16h spiker /highres/  
275 4749d 15h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4750d 14h loomsday /highres/ polyTile #367  
273 4750d 15h spiker /highres/ 885 polymerized  
272 4750d 19h spiker /highres/textures/  
271 4750d 19h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4751d 15h spiker /highres/ Content by Lightsource  
269 4753d 17h loomsday /highres/ polymerTile #318