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Rev Age Author Path Log message Diff
301 4551d 17h leod /highres/textures/ fix case of 1151 #1  
300 4551d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4552d 3h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4552d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4563d 16h spiker /highres/sprites/  
296 4564d 11h spiker /highres/sprites/  
295 4570d 18h spiker /highres/ 281  
294 4571d 10h spiker /highres/ Added 4266  
293 4571d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4573d 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 4583d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4584d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4584d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4588d 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 4618d 11h spiker /highres/  
286 4623d 22h spiker /highres/ 4154  
285 4650d 9h nightfright / Reverted to previous versions: 341-343  
284 4706d 9h loomsday /highres/sprites/props/ doublesided now  
283 4706d 22h spiker /highres/  
282 4707d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4709d 22h nightfright / Modified: #341, 343  
280 4716d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4765d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4773d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4773d 13h spiker /highres/  
275 4781d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4782d 11h loomsday /highres/ polyTile #367  
273 4782d 12h spiker /highres/ 885 polymerized  
272 4782d 16h spiker /highres/textures/  
271 4782d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4783d 12h spiker /highres/ Content by Lightsource  
269 4785d 14h loomsday /highres/ polymerTile #318  
268 4786d 12h loomsday /highres/ polymer-ed tile #317  
267 4794d 4h h266 /highres/screen/fonts/digital/  
266 4797d 11h loomsday /highres/ #371 polymerized, #152 glow added  
265 4801d 1h spiker /highres/ Fixes some broken normal maps  
264 4819d 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 4825d 17h nightfright / Updated: #821, 1189, 2493  
262 4839d 10h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4846d 11h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)