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Rev Age Author Path Log message Diff
301 4591d 23h leod /highres/textures/ fix case of 1151 #1  
300 4592d 0h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4592d 9h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4593d 2h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4603d 22h spiker /highres/sprites/  
296 4604d 18h spiker /highres/sprites/  
295 4611d 1h spiker /highres/ 281  
294 4611d 17h spiker /highres/ Added 4266  
293 4612d 5h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4614d 0h 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 4623d 18h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4624d 16h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4624d 17h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4629d 5h 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 4658d 17h spiker /highres/  
286 4664d 5h spiker /highres/ 4154  
285 4690d 16h nightfright / Reverted to previous versions: 341-343  
284 4746d 16h loomsday /highres/sprites/props/ doublesided now  
283 4747d 5h spiker /highres/  
282 4747d 10h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4750d 5h nightfright / Modified: #341, 343  
280 4757d 5h nightfright / Modified: #342, 343, 821, 916, 917  
278 4805d 16h loomsday /highres/ #369 polymerized + #797 recreated  
277 4813d 19h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4813d 20h spiker /highres/  
275 4821d 18h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4822d 18h loomsday /highres/ polyTile #367  
273 4822d 19h spiker /highres/ 885 polymerized  
272 4822d 23h spiker /highres/textures/  
271 4822d 23h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4823d 19h spiker /highres/ Content by Lightsource  
269 4825d 21h loomsday /highres/ polymerTile #318  
268 4826d 19h loomsday /highres/ polymer-ed tile #317  
267 4834d 10h h266 /highres/screen/fonts/digital/  
266 4837d 18h loomsday /highres/ #371 polymerized, #152 glow added  
265 4841d 8h spiker /highres/ Fixes some broken normal maps  
264 4860d 3h 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 4866d 0h nightfright / Updated: #821, 1189, 2493  
262 4879d 17h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4886d 18h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)