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308 4487d 19h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4487d 23h leod /highres/ fix 724_d  
306 4488d 6h leod /highres/ JPG->PNG conversions reverted  
305 4488d 18h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4488d 19h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4488d 19h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4489d 5h leod /highres/textures/ fix case of 1151 #2  
301 4489d 5h leod /highres/textures/ fix case of 1151 #1  
300 4489d 5h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4489d 15h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4490d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4501d 4h spiker /highres/sprites/  
296 4501d 23h spiker /highres/sprites/  
295 4508d 6h spiker /highres/ 281  
294 4508d 22h spiker /highres/ Added 4266  
293 4509d 10h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4511d 5h 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 4520d 23h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4521d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4521d 22h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4526d 10h 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 4555d 23h spiker /highres/  
286 4561d 10h spiker /highres/ 4154  
285 4587d 21h nightfright / Reverted to previous versions: 341-343  
284 4643d 21h loomsday /highres/sprites/props/ doublesided now  
283 4644d 10h spiker /highres/  
282 4644d 15h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4647d 10h nightfright / Modified: #341, 343  
280 4654d 10h nightfright / Modified: #342, 343, 821, 916, 917  
278 4702d 21h loomsday /highres/ #369 polymerized + #797 recreated  
277 4711d 0h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4711d 1h spiker /highres/  
275 4719d 0h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4719d 23h loomsday /highres/ polyTile #367  
273 4720d 0h spiker /highres/ 885 polymerized  
272 4720d 4h spiker /highres/textures/  
271 4720d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4721d 0h spiker /highres/ Content by Lightsource  
269 4723d 2h loomsday /highres/ polymerTile #318  
268 4724d 0h loomsday /highres/ polymer-ed tile #317