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Rev Age Author Path Log message Diff
317 4476d 22h leod /highres/textures/ Polymost grass #2  
316 4476d 22h leod /highres/ Polymost grass #1  
308 4482d 17h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4483d 4h leod /highres/ JPG->PNG conversions reverted  
305 4483d 16h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4483d 17h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4483d 17h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4484d 3h leod /highres/textures/ fix case of 1151 #2  
301 4484d 3h leod /highres/textures/ fix case of 1151 #1  
300 4484d 3h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4485d 6h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4503d 4h spiker /highres/ 281  
294 4503d 20h spiker /highres/ Added 4266  
292 4506d 3h 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 4521d 8h 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 4550d 21h spiker /highres/  
286 4556d 8h spiker /highres/ 4154  
285 4582d 19h nightfright / Reverted to previous versions: 341-343  
283 4639d 8h spiker /highres/  
281 4642d 8h nightfright / Modified: #341, 343  
280 4649d 8h nightfright / Modified: #342, 343, 821, 916, 917  
278 4697d 19h loomsday /highres/ #369 polymerized + #797 recreated  
276 4705d 23h spiker /highres/  
274 4714d 21h loomsday /highres/ polyTile #367  
273 4714d 22h spiker /highres/ 885 polymerized  
272 4715d 2h spiker /highres/textures/  
271 4715d 2h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4715d 22h spiker /highres/ Content by Lightsource  
269 4718d 0h loomsday /highres/ polymerTile #318  
268 4718d 23h loomsday /highres/ polymer-ed tile #317  
266 4729d 21h loomsday /highres/ #371 polymerized, #152 glow added  
265 4733d 11h spiker /highres/ Fixes some broken normal maps  
264 4752d 7h 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 4758d 3h nightfright / Updated: #821, 1189, 2493  
261 4778d 22h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4782d 9h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4787d 22h parkar / Added installer source.  
237 4823d 3h devastator /highres/ 349 and 454 diffuse update  
234 4829d 3h devastator /highres/ 333-334 Tentacles embracing  
233 4829d 7h devastator /highres/ Remade 344 for future tentacle embracing.