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 4533d 2h leod /highres/ JPG->PNG conversions reverted  
305 4533d 14h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4533d 15h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4533d 15h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4534d 1h leod /highres/textures/ fix case of 1151 #2  
301 4534d 1h leod /highres/textures/ fix case of 1151 #1  
300 4534d 1h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4534d 11h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4535d 4h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4546d 0h spiker /highres/sprites/  
296 4546d 19h spiker /highres/sprites/  
295 4553d 2h spiker /highres/ 281  
294 4553d 18h spiker /highres/ Added 4266  
293 4554d 6h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4556d 1h 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 4565d 19h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4566d 17h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4566d 18h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4571d 6h 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 4600d 19h spiker /highres/  
286 4606d 6h spiker /highres/ 4154  
285 4632d 17h nightfright / Reverted to previous versions: 341-343  
284 4688d 17h loomsday /highres/sprites/props/ doublesided now  
283 4689d 6h spiker /highres/  
282 4689d 11h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4692d 6h nightfright / Modified: #341, 343  
280 4699d 6h nightfright / Modified: #342, 343, 821, 916, 917  
279 4704d 18h nightfright / Updated: E1M1.mhk  
278 4747d 17h loomsday /highres/ #369 polymerized + #797 recreated  
277 4755d 20h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4755d 21h spiker /highres/  
275 4763d 20h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4764d 19h loomsday /highres/ polyTile #367  
273 4764d 20h spiker /highres/ 885 polymerized  
272 4765d 0h spiker /highres/textures/  
271 4765d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4765d 20h spiker /highres/ Content by Lightsource  
269 4767d 22h loomsday /highres/ polymerTile #318  
268 4768d 20h loomsday /highres/ polymer-ed tile #317  
267 4776d 12h h266 /highres/screen/fonts/digital/