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317 4494d 23h leod /highres/textures/ Polymost grass #2  
316 4494d 23h leod /highres/ Polymost grass #1  
308 4500d 18h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4501d 5h leod /highres/ JPG->PNG conversions reverted  
305 4501d 17h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4501d 18h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4501d 18h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4502d 4h leod /highres/textures/ fix case of 1151 #2  
301 4502d 4h leod /highres/textures/ fix case of 1151 #1  
300 4502d 4h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4503d 7h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4521d 5h spiker /highres/ 281  
294 4521d 21h spiker /highres/ Added 4266  
292 4524d 4h 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 4539d 9h 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 21h spiker /highres/  
286 4574d 9h spiker /highres/ 4154  
285 4600d 20h nightfright / Reverted to previous versions: 341-343  
283 4657d 9h spiker /highres/  
281 4660d 9h nightfright / Modified: #341, 343  
280 4667d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4715d 20h loomsday /highres/ #369 polymerized + #797 recreated  
276 4724d 0h spiker /highres/  
274 4732d 22h loomsday /highres/ polyTile #367  
273 4732d 23h spiker /highres/ 885 polymerized  
272 4733d 3h spiker /highres/textures/  
271 4733d 3h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 23h spiker /highres/ Content by Lightsource  
269 4736d 1h loomsday /highres/ polymerTile #318  
268 4736d 23h loomsday /highres/ polymer-ed tile #317  
266 4747d 22h loomsday /highres/ #371 polymerized, #152 glow added  
265 4751d 12h spiker /highres/ Fixes some broken normal maps  
264 4770d 8h 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 4776d 4h nightfright / Updated: #821, 1189, 2493  
261 4796d 22h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4800d 10h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4805d 23h parkar / Added installer source.  
237 4841d 4h devastator /highres/ 349 and 454 diffuse update  
234 4847d 3h devastator /highres/ 333-334 Tentacles embracing  
233 4847d 8h devastator /highres/ Remade 344 for future tentacle embracing.