Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Directory listing | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
306 4528d 17h leod /highres/ JPG->PNG conversions reverted  
305 4529d 5h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4529d 6h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4529d 6h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4529d 16h leod /highres/textures/ fix case of 1151 #2  
301 4529d 16h leod /highres/textures/ fix case of 1151 #1  
300 4529d 16h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4530d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4530d 19h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4541d 15h spiker /highres/sprites/  
296 4542d 10h spiker /highres/sprites/  
295 4548d 17h spiker /highres/ 281  
294 4549d 9h spiker /highres/ Added 4266  
293 4549d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4551d 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 4561d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4562d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4562d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4566d 21h 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 4596d 10h spiker /highres/  
286 4601d 21h spiker /highres/ 4154  
285 4628d 8h nightfright / Reverted to previous versions: 341-343  
284 4684d 8h loomsday /highres/sprites/props/ doublesided now  
283 4684d 21h spiker /highres/  
282 4685d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4687d 21h nightfright / Modified: #341, 343  
280 4694d 21h nightfright / Modified: #342, 343, 821, 916, 917  
279 4700d 9h nightfright / Updated: E1M1.mhk  
278 4743d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4751d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4751d 12h spiker /highres/  
275 4759d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4760d 10h loomsday /highres/ polyTile #367  
273 4760d 11h spiker /highres/ 885 polymerized  
272 4760d 15h spiker /highres/textures/  
271 4760d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4761d 11h spiker /highres/ Content by Lightsource  
269 4763d 13h loomsday /highres/ polymerTile #318  
268 4764d 11h loomsday /highres/ polymer-ed tile #317  
267 4772d 3h h266 /highres/screen/fonts/digital/