Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Directory listing | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
308 4492d 3h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4492d 7h leod /highres/ fix 724_d  
306 4492d 14h leod /highres/ JPG->PNG conversions reverted  
305 4493d 2h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4493d 3h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4493d 3h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4493d 13h leod /highres/textures/ fix case of 1151 #2  
301 4493d 13h leod /highres/textures/ fix case of 1151 #1  
300 4493d 13h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4493d 23h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4494d 16h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4505d 12h spiker /highres/sprites/  
296 4506d 7h spiker /highres/sprites/  
295 4512d 14h spiker /highres/ 281  
294 4513d 6h spiker /highres/ Added 4266  
293 4513d 18h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4515d 13h 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 4525d 7h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4526d 5h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4526d 6h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4530d 18h 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 4560d 6h spiker /highres/  
286 4565d 18h spiker /highres/ 4154  
285 4592d 5h nightfright / Reverted to previous versions: 341-343  
284 4648d 5h loomsday /highres/sprites/props/ doublesided now  
283 4648d 18h spiker /highres/  
282 4648d 23h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4651d 18h nightfright / Modified: #341, 343  
280 4658d 18h nightfright / Modified: #342, 343, 821, 916, 917  
278 4707d 5h loomsday /highres/ #369 polymerized + #797 recreated  
277 4715d 8h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4715d 9h spiker /highres/  
275 4723d 8h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4724d 7h loomsday /highres/ polyTile #367  
273 4724d 8h spiker /highres/ 885 polymerized  
272 4724d 12h spiker /highres/textures/  
271 4724d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4725d 8h spiker /highres/ Content by Lightsource  
269 4727d 10h loomsday /highres/ polymerTile #318  
268 4728d 8h loomsday /highres/ polymer-ed tile #317