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
307 4597d 13h leod /highres/ fix 724_d  
306 4597d 19h leod /highres/ JPG->PNG conversions reverted  
305 4598d 7h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4598d 8h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4598d 9h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4598d 18h leod /highres/textures/ fix case of 1151 #2  
301 4598d 18h leod /highres/textures/ fix case of 1151 #1  
300 4598d 19h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4599d 4h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4599d 21h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4610d 17h spiker /highres/sprites/  
296 4611d 13h spiker /highres/sprites/  
295 4617d 20h spiker /highres/ 281  
294 4618d 12h spiker /highres/ Added 4266  
293 4619d 0h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4620d 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)  
291 4630d 13h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4631d 10h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4631d 12h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4636d 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 4665d 12h spiker /highres/  
286 4670d 23h spiker /highres/ 4154  
285 4697d 11h nightfright / Reverted to previous versions: 341-343  
284 4753d 11h loomsday /highres/sprites/props/ doublesided now  
283 4754d 0h spiker /highres/  
282 4754d 5h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4757d 0h nightfright / Modified: #341, 343  
280 4764d 0h nightfright / Modified: #342, 343, 821, 916, 917  
278 4812d 11h loomsday /highres/ #369 polymerized + #797 recreated  
277 4820d 14h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4820d 15h spiker /highres/  
275 4828d 13h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4829d 13h loomsday /highres/ polyTile #367  
273 4829d 14h spiker /highres/ 885 polymerized  
272 4829d 18h spiker /highres/textures/  
271 4829d 18h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4830d 14h spiker /highres/ Content by Lightsource  
269 4832d 15h loomsday /highres/ polymerTile #318  
268 4833d 14h loomsday /highres/ polymer-ed tile #317  
267 4841d 5h h266 /highres/screen/fonts/digital/