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Rev Age Author Path Log message Diff
301 4502d 14h leod /highres/textures/ fix case of 1151 #1  
300 4502d 14h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4503d 0h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4503d 17h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4514d 13h spiker /highres/sprites/  
296 4515d 9h spiker /highres/sprites/  
295 4521d 15h spiker /highres/ 281  
294 4522d 8h spiker /highres/ Added 4266  
293 4522d 19h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4524d 14h 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 4534d 8h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4535d 6h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4535d 7h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4539d 19h 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 4569d 8h spiker /highres/  
286 4574d 19h spiker /highres/ 4154  
285 4601d 7h nightfright / Reverted to previous versions: 341-343  
284 4657d 6h loomsday /highres/sprites/props/ doublesided now  
283 4657d 19h spiker /highres/  
282 4658d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4660d 19h nightfright / Modified: #341, 343  
280 4667d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4716d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4724d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4724d 11h spiker /highres/  
275 4732d 9h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4733d 8h loomsday /highres/ polyTile #367  
273 4733d 10h spiker /highres/ 885 polymerized  
272 4733d 14h spiker /highres/textures/  
271 4733d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4734d 10h spiker /highres/ Content by Lightsource  
269 4736d 11h loomsday /highres/ polymerTile #318  
268 4737d 10h loomsday /highres/ polymer-ed tile #317  
267 4745d 1h h266 /highres/screen/fonts/digital/  
266 4748d 8h loomsday /highres/ #371 polymerized, #152 glow added  
265 4751d 22h spiker /highres/ Fixes some broken normal maps  
264 4770d 18h 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 4776d 14h nightfright / Updated: #821, 1189, 2493  
262 4790d 8h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4797d 9h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)