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308 4551d 2h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4551d 7h leod /highres/ fix 724_d  
306 4551d 13h leod /highres/ JPG->PNG conversions reverted  
305 4552d 1h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4552d 2h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4552d 3h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4552d 12h leod /highres/textures/ fix case of 1151 #2  
301 4552d 12h leod /highres/textures/ fix case of 1151 #1  
300 4552d 13h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4552d 22h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4553d 15h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4564d 11h spiker /highres/sprites/  
296 4565d 7h spiker /highres/sprites/  
295 4571d 14h spiker /highres/ 281  
294 4572d 6h spiker /highres/ Added 4266  
293 4572d 18h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4574d 13h 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 4584d 7h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4585d 4h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4585d 6h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4589d 18h 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 4619d 6h spiker /highres/  
286 4624d 17h spiker /highres/ 4154  
285 4651d 5h nightfright / Reverted to previous versions: 341-343  
284 4707d 5h loomsday /highres/sprites/props/ doublesided now  
283 4707d 18h spiker /highres/  
282 4707d 23h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4710d 18h nightfright / Modified: #341, 343  
280 4717d 18h nightfright / Modified: #342, 343, 821, 916, 917  
279 4723d 6h nightfright / Updated: E1M1.mhk  
278 4766d 5h loomsday /highres/ #369 polymerized + #797 recreated  
277 4774d 8h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4774d 9h spiker /highres/  
275 4782d 7h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4783d 7h loomsday /highres/ polyTile #367  
273 4783d 8h spiker /highres/ 885 polymerized  
272 4783d 12h spiker /highres/textures/  
271 4783d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4784d 8h spiker /highres/ Content by Lightsource  
269 4786d 9h loomsday /highres/ polymerTile #318