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Rev Age Author Path Log message Diff
307 4533d 6h leod /highres/ fix 724_d  
306 4533d 12h leod /highres/ JPG->PNG conversions reverted  
305 4534d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4534d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4534d 2h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4534d 11h leod /highres/textures/ fix case of 1151 #2  
301 4534d 11h leod /highres/textures/ fix case of 1151 #1  
300 4534d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4534d 21h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4535d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4546d 10h spiker /highres/sprites/  
296 4547d 6h spiker /highres/sprites/  
295 4553d 13h spiker /highres/ 281  
294 4554d 5h spiker /highres/ Added 4266  
293 4554d 16h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4556d 12h 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 4566d 6h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4567d 3h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4567d 5h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4571d 16h 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 4601d 5h spiker /highres/  
286 4606d 16h spiker /highres/ 4154  
285 4633d 4h nightfright / Reverted to previous versions: 341-343  
284 4689d 3h loomsday /highres/sprites/props/ doublesided now  
283 4689d 16h spiker /highres/  
282 4689d 22h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4692d 16h nightfright / Modified: #341, 343  
280 4699d 17h nightfright / Modified: #342, 343, 821, 916, 917  
279 4705d 5h nightfright / Updated: E1M1.mhk  
278 4748d 4h loomsday /highres/ #369 polymerized + #797 recreated  
277 4756d 7h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4756d 8h spiker /highres/  
275 4764d 6h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4765d 5h loomsday /highres/ polyTile #367  
273 4765d 7h spiker /highres/ 885 polymerized  
272 4765d 11h spiker /highres/textures/  
271 4765d 11h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4766d 7h spiker /highres/ Content by Lightsource  
269 4768d 8h loomsday /highres/ polymerTile #318  
268 4769d 7h loomsday /highres/ polymer-ed tile #317