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Rev Age Author Path Log message Diff
317 4457d 12h leod /highres/textures/ Polymost grass #2  
316 4457d 12h leod /highres/ Polymost grass #1  
308 4463d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4463d 18h leod /highres/ JPG->PNG conversions reverted  
305 4464d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4464d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4464d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4464d 17h leod /highres/textures/ fix case of 1151 #2  
301 4464d 17h leod /highres/textures/ fix case of 1151 #1  
300 4464d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4465d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4483d 18h spiker /highres/ 281  
294 4484d 10h spiker /highres/ Added 4266  
292 4486d 17h 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 4501d 22h 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 4531d 11h spiker /highres/  
286 4536d 22h spiker /highres/ 4154  
285 4563d 9h nightfright / Reverted to previous versions: 341-343  
283 4619d 22h spiker /highres/  
281 4622d 22h nightfright / Modified: #341, 343  
280 4629d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4678d 9h loomsday /highres/ #369 polymerized + #797 recreated  
276 4686d 13h spiker /highres/  
274 4695d 11h loomsday /highres/ polyTile #367  
273 4695d 12h spiker /highres/ 885 polymerized  
272 4695d 16h spiker /highres/textures/  
271 4695d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4696d 12h spiker /highres/ Content by Lightsource  
269 4698d 14h loomsday /highres/ polymerTile #318  
268 4699d 12h loomsday /highres/ polymer-ed tile #317  
266 4710d 11h loomsday /highres/ #371 polymerized, #152 glow added  
265 4714d 1h spiker /highres/ Fixes some broken normal maps  
264 4732d 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 4738d 17h nightfright / Updated: #821, 1189, 2493  
261 4759d 12h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4762d 23h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4768d 12h parkar / Added installer source.  
237 4803d 17h devastator /highres/ 349 and 454 diffuse update  
234 4809d 17h devastator /highres/ 333-334 Tentacles embracing  
233 4809d 21h devastator /highres/ Remade 344 for future tentacle embracing.