Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
302 4506d 16h leod /highres/textures/ fix case of 1151 #2  
301 4506d 16h leod /highres/textures/ fix case of 1151 #1  
300 4506d 16h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4507d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4507d 19h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4518d 15h spiker /highres/sprites/  
296 4519d 11h spiker /highres/sprites/  
295 4525d 18h spiker /highres/ 281  
294 4526d 10h spiker /highres/ Added 4266  
293 4526d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4528d 17h 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 4538d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4539d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4539d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4543d 21h 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 4573d 10h spiker /highres/  
286 4578d 21h spiker /highres/ 4154  
285 4605d 9h nightfright / Reverted to previous versions: 341-343  
284 4661d 8h loomsday /highres/sprites/props/ doublesided now  
283 4661d 21h spiker /highres/  
282 4662d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4664d 21h nightfright / Modified: #341, 343  
280 4671d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4720d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4728d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4728d 13h spiker /highres/  
275 4736d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4737d 10h loomsday /highres/ polyTile #367  
273 4737d 12h spiker /highres/ 885 polymerized  
272 4737d 16h spiker /highres/textures/  
271 4737d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4738d 12h spiker /highres/ Content by Lightsource  
269 4740d 13h loomsday /highres/ polymerTile #318  
268 4741d 12h loomsday /highres/ polymer-ed tile #317  
267 4749d 3h h266 /highres/screen/fonts/digital/  
266 4752d 11h loomsday /highres/ #371 polymerized, #152 glow added  
265 4756d 1h spiker /highres/ Fixes some broken normal maps  
264 4774d 20h 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 4780d 17h nightfright / Updated: #821, 1189, 2493  
262 4794d 10h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)