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308 4504d 5h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4504d 10h leod /highres/ fix 724_d  
306 4504d 16h leod /highres/ JPG->PNG conversions reverted  
305 4505d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4505d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4505d 6h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4505d 15h leod /highres/textures/ fix case of 1151 #2  
301 4505d 15h leod /highres/textures/ fix case of 1151 #1  
300 4505d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4506d 1h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4506d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4517d 14h spiker /highres/sprites/  
296 4518d 10h spiker /highres/sprites/  
295 4524d 17h spiker /highres/ 281  
294 4525d 9h spiker /highres/ Added 4266  
293 4525d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4527d 16h 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 4537d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4538d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4538d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4542d 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 4572d 9h spiker /highres/  
286 4577d 20h spiker /highres/ 4154  
285 4604d 8h nightfright / Reverted to previous versions: 341-343  
284 4660d 7h loomsday /highres/sprites/props/ doublesided now  
283 4660d 20h spiker /highres/  
282 4661d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4663d 20h nightfright / Modified: #341, 343  
280 4670d 21h nightfright / Modified: #342, 343, 821, 916, 917  
279 4676d 9h nightfright / Updated: E1M1.mhk  
278 4719d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 11h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 12h spiker /highres/  
275 4735d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4736d 9h loomsday /highres/ polyTile #367  
273 4736d 11h spiker /highres/ 885 polymerized  
272 4736d 15h spiker /highres/textures/  
271 4736d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 11h spiker /highres/ Content by Lightsource  
269 4739d 12h loomsday /highres/ polymerTile #318