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Rev Age Author Path Log message Diff
308 4583d 14h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4584d 1h leod /highres/ JPG->PNG conversions reverted  
305 4584d 13h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4584d 14h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4584d 15h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4585d 0h leod /highres/textures/ fix case of 1151 #2  
301 4585d 0h leod /highres/textures/ fix case of 1151 #1  
300 4585d 1h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4586d 3h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4604d 2h spiker /highres/ 281  
294 4604d 18h spiker /highres/ Added 4266  
292 4607d 1h 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 4622d 6h 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 4651d 18h spiker /highres/  
286 4657d 5h spiker /highres/ 4154  
285 4683d 17h nightfright / Reverted to previous versions: 341-343  
283 4740d 6h spiker /highres/  
281 4743d 5h nightfright / Modified: #341, 343  
280 4750d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4798d 17h loomsday /highres/ #369 polymerized + #797 recreated  
276 4806d 21h spiker /highres/  
274 4815d 19h loomsday /highres/ polyTile #367  
273 4815d 20h spiker /highres/ 885 polymerized  
272 4816d 0h spiker /highres/textures/  
271 4816d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4816d 20h spiker /highres/ Content by Lightsource  
269 4818d 21h loomsday /highres/ polymerTile #318  
268 4819d 20h loomsday /highres/ polymer-ed tile #317  
266 4830d 19h loomsday /highres/ #371 polymerized, #152 glow added  
265 4834d 9h spiker /highres/ Fixes some broken normal maps  
264 4853d 4h 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 4859d 1h nightfright / Updated: #821, 1189, 2493  
261 4879d 19h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4883d 6h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4888d 20h parkar / Added installer source.  
237 4924d 1h devastator /highres/ 349 and 454 diffuse update  
234 4930d 0h devastator /highres/ 333-334 Tentacles embracing  
233 4930d 4h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4933d 18h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4933d 18h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S