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Rev Age Author Path Log message Diff
304 4494d 20h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4494d 21h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4495d 6h leod /highres/textures/ fix case of 1151 #2  
301 4495d 6h leod /highres/textures/ fix case of 1151 #1  
300 4495d 7h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4496d 9h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4514d 8h spiker /highres/ 281  
294 4515d 0h spiker /highres/ Added 4266  
292 4517d 7h 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 4532d 12h 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 4562d 0h spiker /highres/  
286 4567d 11h spiker /highres/ 4154  
285 4593d 23h nightfright / Reverted to previous versions: 341-343  
283 4650d 12h spiker /highres/  
281 4653d 11h nightfright / Modified: #341, 343  
280 4660d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4708d 23h loomsday /highres/ #369 polymerized + #797 recreated  
276 4717d 3h spiker /highres/  
274 4726d 0h loomsday /highres/ polyTile #367  
273 4726d 2h spiker /highres/ 885 polymerized  
272 4726d 6h spiker /highres/textures/  
271 4726d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4727d 2h spiker /highres/ Content by Lightsource  
269 4729d 3h loomsday /highres/ polymerTile #318  
268 4730d 2h loomsday /highres/ polymer-ed tile #317  
266 4741d 1h loomsday /highres/ #371 polymerized, #152 glow added  
265 4744d 15h spiker /highres/ Fixes some broken normal maps  
264 4763d 10h 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 4769d 7h nightfright / Updated: #821, 1189, 2493  
261 4790d 1h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4793d 12h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4799d 2h parkar / Added installer source.  
237 4834d 7h devastator /highres/ 349 and 454 diffuse update  
234 4840d 6h devastator /highres/ 333-334 Tentacles embracing  
233 4840d 10h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4844d 0h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4844d 0h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4844d 0h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4844d 1h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4846d 9h devastator /highres/ Embracing tentacles textures and gloss map for 0195