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Rev Age Author Path Log message Diff
302 4519d 21h leod /highres/textures/ fix case of 1151 #2  
301 4519d 21h leod /highres/textures/ fix case of 1151 #1  
300 4519d 21h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4520d 7h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4521d 0h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4531d 20h spiker /highres/sprites/  
296 4532d 16h spiker /highres/sprites/  
295 4538d 22h spiker /highres/ 281  
294 4539d 15h spiker /highres/ Added 4266  
293 4540d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4541d 21h 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 15h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4552d 13h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4552d 14h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4557d 2h 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 15h spiker /highres/  
286 4592d 2h spiker /highres/ 4154  
285 4618d 14h nightfright / Reverted to previous versions: 341-343  
284 4674d 13h loomsday /highres/sprites/props/ doublesided now  
283 4675d 2h spiker /highres/  
282 4675d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4678d 2h nightfright / Modified: #341, 343  
280 4685d 3h nightfright / Modified: #342, 343, 821, 916, 917  
279 4690d 15h nightfright / Updated: E1M1.mhk  
278 4733d 14h loomsday /highres/ #369 polymerized + #797 recreated  
277 4741d 17h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4741d 18h spiker /highres/  
275 4749d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4750d 15h loomsday /highres/ polyTile #367  
273 4750d 17h spiker /highres/ 885 polymerized  
272 4750d 21h spiker /highres/textures/  
271 4750d 21h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4751d 17h spiker /highres/ Content by Lightsource  
269 4753d 18h loomsday /highres/ polymerTile #318  
268 4754d 17h loomsday /highres/ polymer-ed tile #317  
267 4762d 8h h266 /highres/screen/fonts/digital/  
266 4765d 15h loomsday /highres/ #371 polymerized, #152 glow added  
265 4769d 5h spiker /highres/ Fixes some broken normal maps  
264 4788d 1h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4793d 21h nightfright / Updated: #821, 1189, 2493