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Rev Age Author Path Log message Diff
304 4497d 16h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4497d 17h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4498d 2h leod /highres/textures/ fix case of 1151 #2  
301 4498d 2h leod /highres/textures/ fix case of 1151 #1  
300 4498d 3h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4499d 5h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4517d 4h spiker /highres/ 281  
294 4517d 20h spiker /highres/ Added 4266  
292 4520d 3h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
288 4535d 8h 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 4564d 20h spiker /highres/  
286 4570d 7h spiker /highres/ 4154  
285 4596d 19h nightfright / Reverted to previous versions: 341-343  
283 4653d 8h spiker /highres/  
281 4656d 8h nightfright / Modified: #341, 343  
280 4663d 8h nightfright / Modified: #342, 343, 821, 916, 917  
278 4711d 19h loomsday /highres/ #369 polymerized + #797 recreated  
276 4719d 23h spiker /highres/  
274 4728d 21h loomsday /highres/ polyTile #367  
273 4728d 22h spiker /highres/ 885 polymerized  
272 4729d 2h spiker /highres/textures/  
271 4729d 2h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4729d 22h spiker /highres/ Content by Lightsource  
269 4732d 0h loomsday /highres/ polymerTile #318  
268 4732d 22h loomsday /highres/ polymer-ed tile #317  
266 4743d 21h loomsday /highres/ #371 polymerized, #152 glow added  
265 4747d 11h spiker /highres/ Fixes some broken normal maps  
264 4766d 6h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4772d 3h nightfright / Updated: #821, 1189, 2493  
261 4792d 21h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4796d 8h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4801d 22h parkar / Added installer source.  
237 4837d 3h devastator /highres/ 349 and 454 diffuse update  
234 4843d 2h devastator /highres/ 333-334 Tentacles embracing  
233 4843d 6h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4846d 20h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4846d 20h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4846d 20h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4846d 21h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4849d 5h devastator /highres/ Embracing tentacles textures and gloss map for 0195