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308 4586d 0h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4586d 5h leod /highres/ fix 724_d  
306 4586d 11h leod /highres/ JPG->PNG conversions reverted  
305 4587d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4587d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4587d 1h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4587d 10h leod /highres/textures/ fix case of 1151 #2  
301 4587d 10h leod /highres/textures/ fix case of 1151 #1  
300 4587d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4587d 20h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4588d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4599d 9h spiker /highres/sprites/  
296 4600d 5h spiker /highres/sprites/  
295 4606d 12h spiker /highres/ 281  
294 4607d 4h spiker /highres/ Added 4266  
293 4607d 16h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4609d 11h 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 4619d 5h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4620d 3h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4620d 4h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4624d 16h 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 4654d 4h spiker /highres/  
286 4659d 16h spiker /highres/ 4154  
285 4686d 3h nightfright / Reverted to previous versions: 341-343  
284 4742d 3h loomsday /highres/sprites/props/ doublesided now  
283 4742d 16h spiker /highres/  
282 4742d 21h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4745d 16h nightfright / Modified: #341, 343  
280 4752d 16h nightfright / Modified: #342, 343, 821, 916, 917  
278 4801d 3h loomsday /highres/ #369 polymerized + #797 recreated  
277 4809d 6h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4809d 7h spiker /highres/  
275 4817d 6h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4818d 5h loomsday /highres/ polyTile #367  
273 4818d 6h spiker /highres/ 885 polymerized  
272 4818d 10h spiker /highres/textures/  
271 4818d 10h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4819d 6h spiker /highres/ Content by Lightsource  
269 4821d 8h loomsday /highres/ polymerTile #318  
268 4822d 6h loomsday /highres/ polymer-ed tile #317