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Rev Age Author Path Log message Diff
113 5154d 15h loomsday /highres/  
112 5158d 11h loomsday /highres/sprites/ new skins for switch #136
shit, screw the animated models, skins switch much faster than model frames, some kind of interpolation between static frames. arrr...
 
111 5162d 10h devastator /highres/ definition for 454  
110 5162d 10h devastator /highres/textures/ texture files for 454  
109 5162d 11h loomsday /highres/ Tile #448 is now polymer-ready, also created a non-polymer diffuse "0448.png" but how the hell does it work?  
108 5163d 14h piterplus /highres/ Forgot to change defs (sh_t happens)  
107 5163d 14h piterplus /highres/textures/ Normals+specular for 1137, 1138  
105 5165d 12h loomsday /highres/ normal + spec maps created for Ooz's #724 diffuse  
100 5173d 13h loomsday /highres/ pal 22 for tile #0156, which can be seen on e1l3  
97 5181d 18h loomsday /highres/sprites/ draft nrml+spec maps for NewBeast  
94 5183d 13h loomsday / lighthack for E2L9 and parallax definition fix for tile #816  
93 5185d 12h piterplus /highres/ Normal map for 0893-0895.  
88 5193d 11h nightfright / Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz); Fixed: ice.def (wrong defs for new #675/2370 models)  
87 5193d 19h loomsday /highres/sprites/ glossy slimy slimers FTW  
86 5194d 9h loomsday /highres/sprites/ eggs covered with slime, anyone? :)
md3 conversion was inevitable, since I don't see specular (and maybe normal) on md2 models.
 
84 5194d 17h loomsday /highres/ normals and speculars for Tiles #0346, 0743 posted by Ozz @ duke4.net forum  
83 5194d 21h loomsday /highres/ oops, my bad (just forgot to mark them to be added to svn and since the log showed no errors at my end I was thinking that everything is ok)  
82 5195d 10h nightfright / Updated/added: #1109 (n/s), 1124 (n/s) by gt1750  
81 5195d 10h nightfright / textures.def: fix for 3 missing tiles (450_g, 455_n, 455_s)  
79 5199d 12h loomsday /highres/textures/ update for tiles #764, 823 diffuse textures' by Ozz @ duke4.net forums
also recreated normal and specular for #823
 
78 5202d 11h loomsday /highres/ Tile #455 is now polymer-ready, but hell.. it's used only in e2l11 and only a part of it, this is depressing  
74 5203d 19h loomsday /highres/ oopsie, some typoes in the defs  
73 5205d 9h loomsday /highres/ Tile #450 is now polymer-ready  
72 5207d 10h loomsday /highres/ Tile #447 is now polymer-ready, though it might look a bit poorer comparing to HRP version, but hell, I just have too much unfinished stuff to care about details invention  
71 5209d 12h loomsday /highres/ Tiles: 750, 1140, 1170, 1185, 1205, 3407,4275, 5116, 5117 were draftly polymerized  
70 5212d 5h h266 /highres/sprites/props/ new #920 render  
69 5213d 12h loomsday /highres/textures/ #796, 819, 857, 858 draftly polymerized
#545 parallax params added to definition
 
68 5214d 8h loomsday /highres/ #1103 and 4301 created by Devastator (yes, the same Devastator who created some famous maps with rating >90 :D). glossmaps and definitions by me. And yes, polymer ready.  
67 5221d 5h h266 /highres/textures/ #251-252 alt-pals now Polymer-ready  
66 5231d 2h h266 /highres/ new renders of all weapon/ammo/inven/pickup sprites (holoduke: revert)
shotgun ammo and knuckle crack converted to MD3
fixed freezer glow (lower resolution) nightvision glow (over-illumination, not base art)
additional "nocompress" primitives for status bar components
fixed shrinker & expander pickup defs
textures.def errors fixed
 
65 5231d 4h loomsday /highres/sprites/ normalmap for shrinker ammo is now uncommented, works since EDuke32 synthesis build 1608
specularmap for fence #913 is uncommented, works since EDuke32 synthesis build 1609
 
64 5234d 9h loomsday /highres/sprites/ normal map for shrinker crystall ammo temporary disabled in defs for Plagman to tinker with possible definition bug.  
63 5235d 10h loomsday /highres/ wall tiles #251-253 are now polymer ready except for their paletted versions [dunno if we should wait for proper palmap support]

tile #328 is now hi-res and polymer ready [something from the ep2 to-do list NightFright remined me to look into]
 
62 5243d 7h loomsday /highres/ Tiles #233-237 are now polymerish  
61 5245d 11h loomsday /highres/sprites/ I was playing e2l7 and notice that those poor domelights are completely barely visible in the dark, duplicating the duffuse texture into glow slot did the trick  
60 5249d 11h loomsday /highres/ Tile #354 is now polymer ready  
59 5253d 6h loomsday /highres/ Tiles #212, 213, 214, 215 revised to polymer ready  
58 5265d 12h loomsday /highres/ #913 - created normalmap, used md3complier to rebuild geometry normals, still buggy, specularmap doesn't work on the model(s?), the model will probably be recreated one day;
#815 - revised to be less blurry and with specmap
 
57 5273d 18h parkar /highres/ Adding updated freezer textures from Aron Osborn.  
56 5280d 3h loomsday /highres/ Tile #258 revised to polymer ready