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308 4588d 15h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4588d 20h leod /highres/ fix 724_d  
306 4589d 2h leod /highres/ JPG->PNG conversions reverted  
305 4589d 14h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4589d 15h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4589d 16h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4590d 1h leod /highres/textures/ fix case of 1151 #2  
301 4590d 1h leod /highres/textures/ fix case of 1151 #1  
300 4590d 2h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4590d 11h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4591d 4h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4602d 0h spiker /highres/sprites/  
296 4602d 20h spiker /highres/sprites/  
295 4609d 3h spiker /highres/ 281  
294 4609d 19h spiker /highres/ Added 4266  
293 4610d 7h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4612d 2h 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 4621d 20h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4622d 17h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4622d 19h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4627d 7h 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 4656d 19h spiker /highres/  
286 4662d 6h spiker /highres/ 4154  
285 4688d 18h nightfright / Reverted to previous versions: 341-343  
284 4744d 18h loomsday /highres/sprites/props/ doublesided now  
283 4745d 7h spiker /highres/  
282 4745d 12h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4748d 6h nightfright / Modified: #341, 343  
280 4755d 7h nightfright / Modified: #342, 343, 821, 916, 917  
278 4803d 18h loomsday /highres/ #369 polymerized + #797 recreated  
277 4811d 21h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4811d 22h spiker /highres/  
275 4819d 20h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4820d 20h loomsday /highres/ polyTile #367  
273 4820d 21h spiker /highres/ 885 polymerized  
272 4821d 1h spiker /highres/textures/  
271 4821d 1h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4821d 21h spiker /highres/ Content by Lightsource  
269 4823d 22h loomsday /highres/ polymerTile #318  
268 4824d 21h loomsday /highres/ polymer-ed tile #317