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Rev Age Author Path Log message Diff
317 4486d 13h leod /highres/textures/ Polymost grass #2  
316 4486d 13h leod /highres/ Polymost grass #1  
308 4492d 8h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4492d 19h leod /highres/ JPG->PNG conversions reverted  
305 4493d 7h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4493d 9h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4493d 9h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4493d 18h leod /highres/textures/ fix case of 1151 #2  
301 4493d 18h leod /highres/textures/ fix case of 1151 #1  
300 4493d 19h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4494d 21h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4512d 20h spiker /highres/ 281  
294 4513d 12h spiker /highres/ Added 4266  
292 4515d 19h 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 4531d 0h 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 4560d 12h spiker /highres/  
286 4566d 0h spiker /highres/ 4154  
285 4592d 11h nightfright / Reverted to previous versions: 341-343  
283 4649d 0h spiker /highres/  
281 4652d 0h nightfright / Modified: #341, 343  
280 4659d 0h nightfright / Modified: #342, 343, 821, 916, 917  
278 4707d 11h loomsday /highres/ #369 polymerized + #797 recreated  
276 4715d 15h spiker /highres/  
274 4724d 13h loomsday /highres/ polyTile #367  
273 4724d 14h spiker /highres/ 885 polymerized  
272 4724d 18h spiker /highres/textures/  
271 4724d 18h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4725d 14h spiker /highres/ Content by Lightsource  
269 4727d 16h loomsday /highres/ polymerTile #318  
268 4728d 14h loomsday /highres/ polymer-ed tile #317  
266 4739d 13h loomsday /highres/ #371 polymerized, #152 glow added  
265 4743d 3h spiker /highres/ Fixes some broken normal maps  
264 4761d 22h 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 4767d 19h nightfright / Updated: #821, 1189, 2493  
261 4788d 13h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4792d 0h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4797d 14h parkar / Added installer source.  
237 4832d 19h devastator /highres/ 349 and 454 diffuse update  
234 4838d 18h devastator /highres/ 333-334 Tentacles embracing  
233 4838d 22h devastator /highres/ Remade 344 for future tentacle embracing.