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308 4548d 10h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4548d 15h leod /highres/ fix 724_d  
306 4548d 21h leod /highres/ JPG->PNG conversions reverted  
305 4549d 9h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4549d 11h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4549d 11h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4549d 20h leod /highres/textures/ fix case of 1151 #2  
301 4549d 20h leod /highres/textures/ fix case of 1151 #1  
300 4549d 21h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4550d 6h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4550d 23h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4561d 19h spiker /highres/sprites/  
296 4562d 15h spiker /highres/sprites/  
295 4568d 22h spiker /highres/ 281  
294 4569d 14h spiker /highres/ Added 4266  
293 4570d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4571d 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 4581d 15h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4582d 12h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4582d 14h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4587d 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 4616d 14h spiker /highres/  
286 4622d 2h spiker /highres/ 4154  
285 4648d 13h nightfright / Reverted to previous versions: 341-343  
284 4704d 13h loomsday /highres/sprites/props/ doublesided now  
283 4705d 2h spiker /highres/  
282 4705d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4708d 2h nightfright / Modified: #341, 343  
280 4715d 2h nightfright / Modified: #342, 343, 821, 916, 917  
279 4720d 14h nightfright / Updated: E1M1.mhk  
278 4763d 13h loomsday /highres/ #369 polymerized + #797 recreated  
277 4771d 16h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4771d 17h spiker /highres/  
275 4779d 15h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4780d 15h loomsday /highres/ polyTile #367  
273 4780d 16h spiker /highres/ 885 polymerized  
272 4780d 20h spiker /highres/textures/  
271 4780d 20h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4781d 16h spiker /highres/ Content by Lightsource  
269 4783d 18h loomsday /highres/ polymerTile #318