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Rev Age Author Path Log message Diff
102 5167d 4h devastator / Added Lights for DERELICT, E4L9  
101 5170d 14h devastator / Added lights for Critcal mass E4L8  
100 5172d 1h loomsday /highres/ pal 22 for tile #0156, which can be seen on e1l3  
99 5173d 8h devastator / added lights for XXX-Stacy  
98 5176d 0h devastator / added lights which will make you go Postal (e4l6)  
97 5180d 6h loomsday /highres/sprites/ draft nrml+spec maps for NewBeast  
96 5180d 9h devastator / Added Lights for PIGSTY - e4l5  
95 5181d 23h devastator / added lights for babe land - e4l4  
94 5182d 1h loomsday / lighthack for E2L9 and parallax definition fix for tile #816  
93 5184d 0h piterplus /highres/ Normal map for 0893-0895.  
92 5184d 14h devastator / Added lights for e4l3  
91 5191d 22h loomsday / lighthacks  
90 5191d 23h devastator / Added dynamic lights all around the level. yea baby!  
89 5191d 23h devastator / Added dynamic lights for polymer :P  
88 5191d 23h nightfright / Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz); Fixed: ice.def (wrong defs for new #675/2370 models)  
87 5192d 7h loomsday /highres/sprites/ glossy slimy slimers FTW  
86 5192d 21h loomsday /highres/sprites/ eggs covered with slime, anyone? :)
md3 conversion was inevitable, since I don't see specular (and maybe normal) on md2 models.
 
85 5192d 23h loomsday / Light hack (SE49 only)  
84 5193d 5h loomsday /highres/ normals and speculars for Tiles #0346, 0743 posted by Ozz @ duke4.net forum  
83 5193d 9h loomsday /highres/ oops, my bad (just forgot to mark them to be added to svn and since the log showed no errors at my end I was thinking that everything is ok)  
82 5193d 21h nightfright / Updated/added: #1109 (n/s), 1124 (n/s) by gt1750  
81 5193d 22h nightfright / textures.def: fix for 3 missing tiles (450_g, 455_n, 455_s)  
80 5195d 20h loomsday / light-hack. Wow.. those Ooz Filters are fps killers, also only few of them make any room lit like hell, gonna ask plagman to un-hardcode them and make the adjustable through deflines  
79 5197d 23h loomsday /highres/textures/ update for tiles #764, 823 diffuse textures' by Ozz @ duke4.net forums
also recreated normal and specular for #823
 
78 5200d 22h loomsday /highres/ Tile #455 is now polymer-ready, but hell.. it's used only in e2l11 and only a part of it, this is depressing  
77 5201d 1h loomsday / and the last lighhacking for the time being until I get cool after constant mapster crashes •_•  
76 5201d 3h loomsday / some basic lighting applied  
75 5201d 23h loomsday / polymer lights test, SE49 only due do heavy lags on my system, so sorry no shadows from lights available atm  
74 5202d 7h loomsday /highres/ oopsie, some typoes in the defs  
73 5203d 21h loomsday /highres/ Tile #450 is now polymer-ready  
72 5205d 22h loomsday /highres/ Tile #447 is now polymer-ready, though it might look a bit poorer comparing to HRP version, but hell, I just have too much unfinished stuff to care about details invention  
71 5208d 0h loomsday /highres/ Tiles: 750, 1140, 1170, 1185, 1205, 3407,4275, 5116, 5117 were draftly polymerized  
70 5210d 17h h266 /highres/sprites/props/ new #920 render  
69 5211d 23h loomsday /highres/textures/ #796, 819, 857, 858 draftly polymerized
#545 parallax params added to definition
 
68 5212d 20h loomsday /highres/ #1103 and 4301 created by Devastator (yes, the same Devastator who created some famous maps with rating >90 :D). glossmaps and definitions by me. And yes, polymer ready.  
67 5219d 17h h266 /highres/textures/ #251-252 alt-pals now Polymer-ready  
66 5229d 14h h266 /highres/ new renders of all weapon/ammo/inven/pickup sprites (holoduke: revert)
shotgun ammo and knuckle crack converted to MD3
fixed freezer glow (lower resolution) nightvision glow (over-illumination, not base art)
additional "nocompress" primitives for status bar components
fixed shrinker & expander pickup defs
textures.def errors fixed
 
65 5229d 16h loomsday /highres/sprites/ normalmap for shrinker ammo is now uncommented, works since EDuke32 synthesis build 1608
specularmap for fence #913 is uncommented, works since EDuke32 synthesis build 1609
 
64 5232d 21h loomsday /highres/sprites/ normal map for shrinker crystall ammo temporary disabled in defs for Plagman to tinker with possible definition bug.  
63 5233d 22h loomsday /highres/ wall tiles #251-253 are now polymer ready except for their paletted versions [dunno if we should wait for proper palmap support]

tile #328 is now hi-res and polymer ready [something from the ep2 to-do list NightFright remined me to look into]