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308 4480d 20h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4481d 8h leod /highres/ JPG->PNG conversions reverted  
305 4481d 20h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4481d 21h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4481d 21h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4482d 6h leod /highres/textures/ fix case of 1151 #2  
301 4482d 7h leod /highres/textures/ fix case of 1151 #1  
300 4482d 7h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4483d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4501d 8h spiker /highres/ 281  
294 4502d 0h spiker /highres/ Added 4266  
292 4504d 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 4519d 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 4549d 0h spiker /highres/  
286 4554d 12h spiker /highres/ 4154  
285 4580d 23h nightfright / Reverted to previous versions: 341-343  
283 4637d 12h spiker /highres/  
281 4640d 12h nightfright / Modified: #341, 343  
280 4647d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4695d 23h loomsday /highres/ #369 polymerized + #797 recreated  
276 4704d 3h spiker /highres/  
274 4713d 1h loomsday /highres/ polyTile #367  
273 4713d 2h spiker /highres/ 885 polymerized  
272 4713d 6h spiker /highres/textures/  
271 4713d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4714d 2h spiker /highres/ Content by Lightsource  
269 4716d 4h loomsday /highres/ polymerTile #318  
268 4717d 2h loomsday /highres/ polymer-ed tile #317  
266 4728d 1h loomsday /highres/ #371 polymerized, #152 glow added  
265 4731d 15h spiker /highres/ Fixes some broken normal maps  
264 4750d 11h 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 4756d 7h nightfright / Updated: #821, 1189, 2493  
261 4777d 1h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4780d 13h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4786d 2h parkar / Added installer source.  
237 4821d 7h devastator /highres/ 349 and 454 diffuse update  
234 4827d 6h devastator /highres/ 333-334 Tentacles embracing  
233 4827d 10h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4831d 1h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4831d 1h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S