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Rev Age Author Path Log message Diff
317 4469d 15h leod /highres/textures/ Polymost grass #2  
316 4469d 15h leod /highres/ Polymost grass #1  
308 4475d 10h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4475d 21h leod /highres/ JPG->PNG conversions reverted  
305 4476d 9h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4476d 10h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4476d 11h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4476d 20h leod /highres/textures/ fix case of 1151 #2  
301 4476d 20h leod /highres/textures/ fix case of 1151 #1  
300 4476d 21h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4477d 23h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4495d 22h spiker /highres/ 281  
294 4496d 14h spiker /highres/ Added 4266  
292 4498d 21h 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 4514d 2h 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 4543d 14h spiker /highres/  
286 4549d 1h spiker /highres/ 4154  
285 4575d 13h nightfright / Reverted to previous versions: 341-343  
283 4632d 2h spiker /highres/  
281 4635d 1h nightfright / Modified: #341, 343  
280 4642d 2h nightfright / Modified: #342, 343, 821, 916, 917  
278 4690d 13h loomsday /highres/ #369 polymerized + #797 recreated  
276 4698d 17h spiker /highres/  
274 4707d 15h loomsday /highres/ polyTile #367  
273 4707d 16h spiker /highres/ 885 polymerized  
272 4707d 20h spiker /highres/textures/  
271 4707d 20h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4708d 16h spiker /highres/ Content by Lightsource  
269 4710d 17h loomsday /highres/ polymerTile #318  
268 4711d 16h loomsday /highres/ polymer-ed tile #317  
266 4722d 15h loomsday /highres/ #371 polymerized, #152 glow added  
265 4726d 5h spiker /highres/ Fixes some broken normal maps  
264 4745d 0h 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 4750d 21h nightfright / Updated: #821, 1189, 2493  
261 4771d 15h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4775d 2h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4780d 16h parkar / Added installer source.  
237 4815d 21h devastator /highres/ 349 and 454 diffuse update  
234 4821d 20h devastator /highres/ 333-334 Tentacles embracing  
233 4822d 0h devastator /highres/ Remade 344 for future tentacle embracing.