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310 4548d 13h 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 4551d 3h 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 4551d 4h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4551d 9h leod /highres/ fix 724_d  
306 4551d 16h leod /highres/ JPG->PNG conversions reverted  
305 4552d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4552d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4552d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4552d 15h leod /highres/textures/ fix case of 1151 #2  
301 4552d 15h leod /highres/textures/ fix case of 1151 #1  
300 4552d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4553d 1h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4553d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4564d 13h spiker /highres/sprites/  
296 4565d 9h spiker /highres/sprites/  
295 4571d 16h spiker /highres/ 281  
294 4572d 8h spiker /highres/ Added 4266  
293 4572d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4574d 15h 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 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4585d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4585d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4589d 20h 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 8h spiker /highres/  
286 4624d 20h spiker /highres/ 4154  
285 4651d 7h nightfright / Reverted to previous versions: 341-343  
284 4707d 7h loomsday /highres/sprites/props/ doublesided now  
283 4707d 20h spiker /highres/  
282 4708d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4710d 20h nightfright / Modified: #341, 343  
280 4717d 20h nightfright / Modified: #342, 343, 821, 916, 917  
279 4723d 8h nightfright / Updated: E1M1.mhk  
278 4766d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4774d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4774d 11h spiker /highres/  
275 4782d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4783d 9h loomsday /highres/ polyTile #367  
273 4783d 10h spiker /highres/ 885 polymerized  
272 4783d 14h spiker /highres/textures/  
271 4783d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.