Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
308 4508d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4508d 12h leod /highres/ fix 724_d  
306 4508d 18h leod /highres/ JPG->PNG conversions reverted  
305 4509d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4509d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4509d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4509d 17h leod /highres/textures/ fix case of 1151 #2  
301 4509d 17h leod /highres/textures/ fix case of 1151 #1  
300 4509d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4510d 3h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4510d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4521d 16h spiker /highres/sprites/  
296 4522d 12h spiker /highres/sprites/  
295 4528d 18h spiker /highres/ 281  
294 4529d 11h spiker /highres/ Added 4266  
293 4529d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4531d 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)  
291 4541d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4542d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4542d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4546d 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 4576d 11h spiker /highres/  
286 4581d 22h spiker /highres/ 4154  
285 4608d 10h nightfright / Reverted to previous versions: 341-343  
284 4664d 9h loomsday /highres/sprites/props/ doublesided now  
283 4664d 22h spiker /highres/  
282 4665d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4667d 22h nightfright / Modified: #341, 343  
280 4674d 23h nightfright / Modified: #342, 343, 821, 916, 917  
278 4723d 10h loomsday /highres/ #369 polymerized + #797 recreated  
277 4731d 13h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4731d 14h spiker /highres/  
275 4739d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4740d 11h loomsday /highres/ polyTile #367  
273 4740d 13h spiker /highres/ 885 polymerized  
272 4740d 17h spiker /highres/textures/  
271 4740d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4741d 13h spiker /highres/ Content by Lightsource  
269 4743d 14h loomsday /highres/ polymerTile #318  
268 4744d 13h loomsday /highres/ polymer-ed tile #317