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Rev Age Author Path Log message Diff
307 4506d 10h leod /highres/ fix 724_d  
306 4506d 16h leod /highres/ JPG->PNG conversions reverted  
305 4507d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4507d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4507d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4507d 15h leod /highres/textures/ fix case of 1151 #2  
301 4507d 15h leod /highres/textures/ fix case of 1151 #1  
300 4507d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4508d 1h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4508d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4519d 14h spiker /highres/sprites/  
296 4520d 9h spiker /highres/sprites/  
295 4526d 16h spiker /highres/ 281  
294 4527d 8h spiker /highres/ Added 4266  
293 4527d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4529d 15h 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 4539d 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4540d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4540d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4544d 20h 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 4574d 9h spiker /highres/  
286 4579d 20h spiker /highres/ 4154  
285 4606d 7h nightfright / Reverted to previous versions: 341-343  
284 4662d 7h loomsday /highres/sprites/props/ doublesided now  
283 4662d 20h spiker /highres/  
282 4663d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4665d 20h nightfright / Modified: #341, 343  
280 4672d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4721d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4729d 11h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4729d 11h spiker /highres/  
275 4737d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4738d 9h loomsday /highres/ polyTile #367  
273 4738d 10h spiker /highres/ 885 polymerized  
272 4738d 14h spiker /highres/textures/  
271 4738d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4739d 10h spiker /highres/ Content by Lightsource  
269 4741d 12h loomsday /highres/ polymerTile #318  
268 4742d 11h loomsday /highres/ polymer-ed tile #317  
267 4750d 2h h266 /highres/screen/fonts/digital/