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Rev Age Author Path Log message Diff
307 4548d 9h leod /highres/ fix 724_d  
306 4548d 15h leod /highres/ JPG->PNG conversions reverted  
305 4549d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4549d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4549d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4549d 14h leod /highres/textures/ fix case of 1151 #2  
301 4549d 14h leod /highres/textures/ fix case of 1151 #1  
300 4549d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4550d 0h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4550d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4561d 13h spiker /highres/sprites/  
296 4562d 9h spiker /highres/sprites/  
295 4568d 16h spiker /highres/ 281  
294 4569d 8h spiker /highres/ Added 4266  
293 4569d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4571d 15h 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 4581d 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4582d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4582d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4586d 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 4616d 8h spiker /highres/  
286 4621d 20h spiker /highres/ 4154  
285 4648d 7h nightfright / Reverted to previous versions: 341-343  
284 4704d 7h loomsday /highres/sprites/props/ doublesided now  
283 4704d 20h spiker /highres/  
282 4705d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4707d 20h nightfright / Modified: #341, 343  
280 4714d 20h nightfright / Modified: #342, 343, 821, 916, 917  
279 4720d 8h nightfright / Updated: E1M1.mhk  
278 4763d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4771d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4771d 11h spiker /highres/  
275 4779d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4780d 9h loomsday /highres/ polyTile #367  
273 4780d 10h spiker /highres/ 885 polymerized  
272 4780d 14h spiker /highres/textures/  
271 4780d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4781d 10h spiker /highres/ Content by Lightsource  
269 4783d 12h loomsday /highres/ polymerTile #318  
268 4784d 10h loomsday /highres/ polymer-ed tile #317