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Rev Age Author Path Log message Diff
319 4478d 10h leod /highres/ Detail map for 4401 (UNA bomber, E4L5) added, usable as well for 4379, 4381-4385, 4889
4387 reactivated (tabletop in E4L1)
 
318 4480d 13h leod /highres/sprites/firstperson/ PNG-optimized version from the HRP update Pack v5.1.302 put into the repository :-)  
317 4480d 17h leod /highres/textures/ Polymost grass #2  
316 4480d 17h leod /highres/ Polymost grass #1  
315 4481d 11h leod / Polymost HRP is back. Start EDuke32 with -hduke3d_hrp_polymost.def

This may not work in conjunction with mods like DukePlus because, for example, dukeplus.def includes duke3d.def.
Therefore using the Polymost Override Pack which is sold separately is still the preferred method.
 
314 4481d 15h spiker /highres/sprites/firstperson/ small tweak  
313 4481d 16h spiker /highres/sprites/ More pisol adjustmenst + normal fix for scuba  
312 4482d 10h h266 /highres/ Define the projections in projections.def as 'tilefromtexture' before defining them as 'texture' to avoid warnings in the log file, and to allow them to be used in Polymer even with hightile disabled.
This information has been added to the def file itself as well.
 
311 4483d 19h leod /highres/ Fix brace  
310 4483d 20h leod /highres/ Restore 0603_skin_g.png / Activate forgotten textures / Pal 12/18 fixes / DEF file tweaks and fixes

Re-add 0603_skin_g.png which is needed by babes other than the new 603 one
Add forgotten 0124_n.png, 0125_n.png to textures.def
Add forgotten 4400_bear_24.png to props.def
Fix pal 12/18 of 4510_pirate1a by renaming
Change pal 12/18 fix of the Alien Queen by renaming / SCNR
Fix line feeds of characters.def and ice.def
Add line feeds at the end of DEFs
 
309 4486d 10h leod /highres/sprites/ effects, signs, and switches folders are Polymost-complete
(Polymer diffuse/glow maps renamed to *_d[_g].png)

All remaining Polymost textures outside the repository will require bringing back their old MD3 models.
Note that Polymost and Polymer 0136_sdoorswitch share the same MD3.
 
308 4486d 12h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4486d 16h leod /highres/ fix 724_d  
306 4486d 23h leod /highres/ JPG->PNG conversions reverted  
305 4487d 11h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4487d 12h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4487d 12h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4487d 22h leod /highres/textures/ fix case of 1151 #2  
301 4487d 22h leod /highres/textures/ fix case of 1151 #1  
300 4487d 22h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4488d 8h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4489d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4499d 21h spiker /highres/sprites/  
296 4500d 16h spiker /highres/sprites/  
295 4506d 23h spiker /highres/ 281  
294 4507d 15h spiker /highres/ Added 4266  
293 4508d 3h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4509d 22h 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 4519d 16h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4520d 14h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4520d 15h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4525d 3h 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 4554d 16h spiker /highres/  
286 4560d 3h spiker /highres/ 4154  
285 4586d 14h nightfright / Reverted to previous versions: 341-343  
284 4642d 14h loomsday /highres/sprites/props/ doublesided now  
283 4643d 3h spiker /highres/  
282 4643d 8h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4646d 3h nightfright / Modified: #341, 343  
280 4653d 3h nightfright / Modified: #342, 343, 821, 916, 917