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304 4594d 22h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4594d 22h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4595d 7h leod /highres/textures/ fix case of 1151 #2  
301 4595d 7h leod /highres/textures/ fix case of 1151 #1  
300 4595d 8h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4595d 17h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4596d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4607d 6h spiker /highres/sprites/  
296 4608d 2h spiker /highres/sprites/  
295 4614d 9h spiker /highres/ 281  
294 4615d 1h spiker /highres/ Added 4266  
293 4615d 13h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4617d 8h 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 4627d 2h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4627d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4628d 1h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4632d 13h 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 4662d 1h spiker /highres/  
286 4667d 13h spiker /highres/ 4154  
285 4694d 0h nightfright / Reverted to previous versions: 341-343  
284 4750d 0h loomsday /highres/sprites/props/ doublesided now  
283 4750d 13h spiker /highres/  
282 4750d 18h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4753d 13h nightfright / Modified: #341, 343  
280 4760d 13h nightfright / Modified: #342, 343, 821, 916, 917  
278 4809d 0h loomsday /highres/ #369 polymerized + #797 recreated  
277 4817d 3h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4817d 4h spiker /highres/  
275 4825d 2h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4826d 2h loomsday /highres/ polyTile #367  
273 4826d 3h spiker /highres/ 885 polymerized  
272 4826d 7h spiker /highres/textures/  
271 4826d 7h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4827d 3h spiker /highres/ Content by Lightsource  
269 4829d 5h loomsday /highres/ polymerTile #318  
268 4830d 3h loomsday /highres/ polymer-ed tile #317  
267 4837d 18h h266 /highres/screen/fonts/digital/  
266 4841d 2h loomsday /highres/ #371 polymerized, #152 glow added  
265 4844d 16h spiker /highres/ Fixes some broken normal maps  
264 4863d 11h 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)