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308 4583d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4583d 18h leod /highres/ JPG->PNG conversions reverted  
305 4584d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4584d 8h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4584d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4584d 17h leod /highres/textures/ fix case of 1151 #2  
301 4584d 17h leod /highres/textures/ fix case of 1151 #1  
300 4584d 18h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4585d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4603d 19h spiker /highres/ 281  
294 4604d 11h spiker /highres/ Added 4266  
292 4606d 18h 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 4621d 23h 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 11h spiker /highres/  
286 4656d 23h spiker /highres/ 4154  
285 4683d 10h nightfright / Reverted to previous versions: 341-343  
283 4739d 23h spiker /highres/  
281 4742d 23h nightfright / Modified: #341, 343  
280 4749d 23h nightfright / Modified: #342, 343, 821, 916, 917  
278 4798d 10h loomsday /highres/ #369 polymerized + #797 recreated  
276 4806d 14h spiker /highres/  
274 4815d 12h loomsday /highres/ polyTile #367  
273 4815d 13h spiker /highres/ 885 polymerized  
272 4815d 17h spiker /highres/textures/  
271 4815d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4816d 13h spiker /highres/ Content by Lightsource  
269 4818d 15h loomsday /highres/ polymerTile #318  
268 4819d 13h loomsday /highres/ polymer-ed tile #317  
266 4830d 12h loomsday /highres/ #371 polymerized, #152 glow added  
265 4834d 2h spiker /highres/ Fixes some broken normal maps  
264 4852d 21h 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 4858d 18h nightfright / Updated: #821, 1189, 2493  
261 4879d 12h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4882d 23h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4888d 13h parkar / Added installer source.  
237 4923d 18h devastator /highres/ 349 and 454 diffuse update  
234 4929d 17h devastator /highres/ 333-334 Tentacles embracing  
233 4929d 21h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4933d 11h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4933d 11h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S