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Rev Age Author Path Log message Diff
307 4500d 9h leod /highres/ fix 724_d  
306 4500d 15h leod /highres/ JPG->PNG conversions reverted  
305 4501d 3h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4501d 4h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4501d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4501d 14h leod /highres/textures/ fix case of 1151 #2  
301 4501d 14h leod /highres/textures/ fix case of 1151 #1  
300 4501d 14h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4502d 0h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4502d 17h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4513d 13h spiker /highres/sprites/  
296 4514d 9h spiker /highres/sprites/  
295 4520d 16h spiker /highres/ 281  
294 4521d 8h spiker /highres/ Added 4266  
293 4521d 19h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4523d 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 4533d 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4534d 6h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4534d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4538d 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 4568d 8h spiker /highres/  
286 4573d 19h spiker /highres/ 4154  
285 4600d 7h nightfright / Reverted to previous versions: 341-343  
284 4656d 6h loomsday /highres/sprites/props/ doublesided now  
283 4656d 19h spiker /highres/  
282 4657d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4659d 19h nightfright / Modified: #341, 343  
280 4666d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4715d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4723d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4723d 11h spiker /highres/  
275 4731d 9h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4732d 8h loomsday /highres/ polyTile #367  
273 4732d 10h spiker /highres/ 885 polymerized  
272 4732d 14h spiker /highres/textures/  
271 4732d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 10h spiker /highres/ Content by Lightsource  
269 4735d 11h loomsday /highres/ polymerTile #318  
268 4736d 10h loomsday /highres/ polymer-ed tile #317  
267 4744d 1h h266 /highres/screen/fonts/digital/