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222 4851d 5h nightfright / Fixing messed up #220 commit, part 2  
221 4851d 5h nightfright /highres/sprites/ Fixing messed up #220 revision  
220 4851d 6h nightfright / Added: Glowmap for #2536 (chaingun); Updated: #2536 (chaingun model); Fixed: #2563 (tripbomb hand missing)  
218 4855d 0h plagman /highres/sprites/ New chaingun by Millenia, tweaked by empyrock. Needs a new hand and muzzleflash,
but is still better than the other one.
 
217 4855d 7h loomsday /highres/sprites/firstperson/ #obsolete resources cleanup  
216 4855d 8h loomsday /highres/sprites/ Muzzleflash added to RPG  
215 4856d 3h loomsday /highres/sprites/ RPG tuning (still no muzzleflash)
Duke Fist, Knuckles tests
Hand skin tuning
 
214 4856d 6h loomsday /highres/sprites/firstperson/ very draft colormatch to make hipals work on yellow and red  
207 4860d 23h plagman /highres/sprites/ Fix definitions for tripbomb/key hand.  
205 4862d 8h loomsday /highres/sprites/ ! DO NOT TOUCH - FOR TESTS ONLY !  
204 4864d 1h loomsday /highres/sprites/ Polymer-ready HUD RPG, first iteration  
196 4878d 0h plagman /highres/sprites/ Revert 2613 (HUD shotgun) to before rev 143.  
189 4897d 4h nightfright / Updated: #1210 (model fix), E2L2.mhk  
177 4918d 20h plagman /highres/sprites/ Tweaked liztroop DEFs by DT.  
168 4967d 4h loomsday /highres/ test specmap for recon car, blended asphalt for Area 51, rotated fence to be properly displayed in Area 51  
162 5019d 14h nightfright / Added: #699 (d/n/s)  
159 5044d 9h loomsday /highres/ 0913 Fence update (improved wire net)  
158 5047d 16h loomsday /highres/sprites/ commented out normalmap for HUD Devastator until better days, it appears to look horrible in many cases in intensively lit areas  
157 5048d 4h nightfright / Added: #227_d/n/s, 502_d/n/s  
155 5062d 6h loomsday /highres/sprites/ HUD Devastator have been finally polymerized (supported in EDuke32 build 1699)  
151 5068d 17h nightfright / Removed: #352_n/s (352 remapped to 398), 663_2/7 (autotint works)  
143 5073d 4h nightfright / Modified: #28/2613 (new shotgun model/skin by Spiker), 742_d/n/s, 764  
139 5085d 6h loomsday /highres/ Tile #457 is now polymerized, draft specmaps added to Trooper: now the trooper's body is much less shiny than his gear  
138 5092d 7h nightfright / Modified: #1046, 1204 (d/n/s)  
135 5104d 6h loomsday /highres/sprites/monsters/ faces normals have been rebuilt to prevent weird faces flickering at least on my end, and also on the screens posted by Zilppuri himself.  
133 5105d 5h nightfright / Added: #1820 (pal 17 skin); Modified: #783_s  
126 5118d 14h nightfright / Added: glowmaps for #387-389, 389_24; Removed: 551_1 (does not work)  
125 5119d 5h nightfright / Added: #276 (pal23), 401 (pal1/2), 551 (pal1), 707/708 (pal1), 4419; Modified: E4L7.mhk  
123 5120d 9h loomsday /highres/sprites/ normal + spec for #937 (Book Store Sign)  
121 5121d 4h nightfright /highres/ Missing contents since 04-2010 (Part 1)  
112 5157d 7h loomsday /highres/sprites/ new skins for switch #136
shit, screw the animated models, skins switch much faster than model frames, some kind of interpolation between static frames. arrr...
 
97 5180d 14h loomsday /highres/sprites/ draft nrml+spec maps for NewBeast  
88 5192d 7h nightfright / Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz); Fixed: ice.def (wrong defs for new #675/2370 models)  
87 5192d 14h loomsday /highres/sprites/ glossy slimy slimers FTW  
86 5193d 5h loomsday /highres/sprites/ eggs covered with slime, anyone? :)
md3 conversion was inevitable, since I don't see specular (and maybe normal) on md2 models.
 
70 5211d 0h h266 /highres/sprites/props/ new #920 render  
66 5229d 22h h266 /highres/ new renders of all weapon/ammo/inven/pickup sprites (holoduke: revert)
shotgun ammo and knuckle crack converted to MD3
fixed freezer glow (lower resolution) nightvision glow (over-illumination, not base art)
additional "nocompress" primitives for status bar components
fixed shrinker & expander pickup defs
textures.def errors fixed
 
65 5230d 0h loomsday /highres/sprites/ normalmap for shrinker ammo is now uncommented, works since EDuke32 synthesis build 1608
specularmap for fence #913 is uncommented, works since EDuke32 synthesis build 1609
 
64 5233d 5h loomsday /highres/sprites/ normal map for shrinker crystall ammo temporary disabled in defs for Plagman to tinker with possible definition bug.  
61 5244d 6h loomsday /highres/sprites/ I was playing e2l7 and notice that those poor domelights are completely barely visible in the dark, duplicating the duffuse texture into glow slot did the trick