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Rev Age Author Path Log message Diff
317 4499d 12h leod /highres/textures/ Polymost grass #2  
316 4499d 12h leod /highres/ Polymost grass #1  
308 4505d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4505d 18h leod /highres/ JPG->PNG conversions reverted  
305 4506d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4506d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4506d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4506d 17h leod /highres/textures/ fix case of 1151 #2  
301 4506d 17h leod /highres/textures/ fix case of 1151 #1  
300 4506d 18h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4507d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4525d 19h spiker /highres/ 281  
294 4526d 11h spiker /highres/ Added 4266  
292 4528d 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 4543d 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 4573d 11h spiker /highres/  
286 4578d 22h spiker /highres/ 4154  
285 4605d 10h nightfright / Reverted to previous versions: 341-343  
283 4661d 23h spiker /highres/  
281 4664d 22h nightfright / Modified: #341, 343  
280 4671d 23h nightfright / Modified: #342, 343, 821, 916, 917  
278 4720d 10h loomsday /highres/ #369 polymerized + #797 recreated  
276 4728d 14h spiker /highres/  
274 4737d 12h loomsday /highres/ polyTile #367  
273 4737d 13h spiker /highres/ 885 polymerized  
272 4737d 17h spiker /highres/textures/  
271 4737d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4738d 13h spiker /highres/ Content by Lightsource  
269 4740d 14h loomsday /highres/ polymerTile #318  
268 4741d 13h loomsday /highres/ polymer-ed tile #317  
266 4752d 12h loomsday /highres/ #371 polymerized, #152 glow added  
265 4756d 2h spiker /highres/ Fixes some broken normal maps  
264 4774d 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 4780d 18h nightfright / Updated: #821, 1189, 2493  
261 4801d 12h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4804d 23h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4810d 13h parkar / Added installer source.  
237 4845d 18h devastator /highres/ 349 and 454 diffuse update  
234 4851d 17h devastator /highres/ 333-334 Tentacles embracing  
233 4851d 21h devastator /highres/ Remade 344 for future tentacle embracing.