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310 4515d 21h 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 4518d 12h 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 4518d 13h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4518d 18h leod /highres/ fix 724_d  
306 4519d 0h leod /highres/ JPG->PNG conversions reverted  
305 4519d 12h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4519d 14h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4519d 14h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4519d 23h leod /highres/textures/ fix case of 1151 #2  
301 4519d 23h leod /highres/textures/ fix case of 1151 #1  
300 4520d 0h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4520d 9h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4521d 2h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4531d 22h spiker /highres/sprites/  
296 4532d 18h spiker /highres/sprites/  
295 4539d 1h spiker /highres/ 281  
294 4539d 17h spiker /highres/ Added 4266  
293 4540d 5h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4542d 0h 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 18h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4552d 15h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4552d 17h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4557d 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 4586d 17h spiker /highres/  
286 4592d 5h spiker /highres/ 4154  
285 4618d 16h nightfright / Reverted to previous versions: 341-343  
284 4674d 16h loomsday /highres/sprites/props/ doublesided now  
283 4675d 5h spiker /highres/  
282 4675d 10h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4678d 5h nightfright / Modified: #341, 343  
280 4685d 5h nightfright / Modified: #342, 343, 821, 916, 917  
279 4690d 17h nightfright / Updated: E1M1.mhk  
278 4733d 16h loomsday /highres/ #369 polymerized + #797 recreated  
277 4741d 19h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4741d 20h spiker /highres/  
275 4749d 18h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4750d 18h loomsday /highres/ polyTile #367  
273 4750d 19h spiker /highres/ 885 polymerized  
272 4750d 23h spiker /highres/textures/  
271 4750d 23h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.