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317 4496d 17h leod /highres/textures/ Polymost grass #2  
316 4496d 17h leod /highres/ Polymost grass #1  
308 4502d 12h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4502d 23h leod /highres/ JPG->PNG conversions reverted  
305 4503d 11h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4503d 13h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4503d 13h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4503d 22h leod /highres/textures/ fix case of 1151 #2  
301 4503d 22h leod /highres/textures/ fix case of 1151 #1  
300 4503d 23h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4505d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4523d 0h spiker /highres/ 281  
294 4523d 16h spiker /highres/ Added 4266  
292 4525d 23h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
288 4541d 4h 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 4570d 16h spiker /highres/  
286 4576d 4h spiker /highres/ 4154  
285 4602d 15h nightfright / Reverted to previous versions: 341-343  
283 4659d 4h spiker /highres/  
281 4662d 4h nightfright / Modified: #341, 343  
280 4669d 4h nightfright / Modified: #342, 343, 821, 916, 917  
278 4717d 15h loomsday /highres/ #369 polymerized + #797 recreated  
276 4725d 19h spiker /highres/  
274 4734d 17h loomsday /highres/ polyTile #367  
273 4734d 18h spiker /highres/ 885 polymerized  
272 4734d 22h spiker /highres/textures/  
271 4734d 22h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4735d 18h spiker /highres/ Content by Lightsource  
269 4737d 20h loomsday /highres/ polymerTile #318  
268 4738d 18h loomsday /highres/ polymer-ed tile #317  
266 4749d 17h loomsday /highres/ #371 polymerized, #152 glow added  
265 4753d 7h spiker /highres/ Fixes some broken normal maps  
264 4772d 2h 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 4777d 23h nightfright / Updated: #821, 1189, 2493  
261 4798d 17h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4802d 4h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4807d 18h parkar / Added installer source.  
237 4842d 23h devastator /highres/ 349 and 454 diffuse update  
234 4848d 22h devastator /highres/ 333-334 Tentacles embracing  
233 4849d 2h devastator /highres/ Remade 344 for future tentacle embracing.