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 4515d 11h leod /highres/ fix 724_d  
306 4515d 17h leod /highres/ JPG->PNG conversions reverted  
305 4516d 5h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4516d 6h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4516d 6h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4516d 16h leod /highres/textures/ fix case of 1151 #2  
301 4516d 16h leod /highres/textures/ fix case of 1151 #1  
300 4516d 16h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4517d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4517d 19h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4528d 15h spiker /highres/sprites/  
296 4529d 10h spiker /highres/sprites/  
295 4535d 17h spiker /highres/ 281  
294 4536d 9h spiker /highres/ Added 4266  
293 4536d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4538d 16h 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 4548d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4549d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4549d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4553d 21h 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 4583d 10h spiker /highres/  
286 4588d 21h spiker /highres/ 4154  
285 4615d 8h nightfright / Reverted to previous versions: 341-343  
284 4671d 8h loomsday /highres/sprites/props/ doublesided now  
283 4671d 21h spiker /highres/  
282 4672d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4674d 21h nightfright / Modified: #341, 343  
280 4681d 21h nightfright / Modified: #342, 343, 821, 916, 917  
278 4730d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4738d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4738d 12h spiker /highres/  
275 4746d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4747d 10h loomsday /highres/ polyTile #367  
273 4747d 11h spiker /highres/ 885 polymerized  
272 4747d 15h spiker /highres/textures/  
271 4747d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4748d 11h spiker /highres/ Content by Lightsource  
269 4750d 13h loomsday /highres/ polymerTile #318  
268 4751d 11h loomsday /highres/ polymer-ed tile #317  
267 4759d 3h h266 /highres/screen/fonts/digital/