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Rev Age Author Path Log message Diff
316 4494d 3h leod /highres/ Polymost grass #1  
308 4499d 22h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4500d 9h leod /highres/ JPG->PNG conversions reverted  
305 4500d 21h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4500d 22h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4500d 22h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4501d 8h leod /highres/textures/ fix case of 1151 #2  
301 4501d 8h leod /highres/textures/ fix case of 1151 #1  
300 4501d 8h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4502d 11h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4520d 9h spiker /highres/ 281  
294 4521d 1h spiker /highres/ Added 4266  
292 4523d 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)  
288 4538d 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 4568d 2h spiker /highres/  
286 4573d 13h spiker /highres/ 4154  
285 4600d 0h nightfright / Reverted to previous versions: 341-343  
283 4656d 13h spiker /highres/  
281 4659d 13h nightfright / Modified: #341, 343  
280 4666d 13h nightfright / Modified: #342, 343, 821, 916, 917  
278 4715d 0h loomsday /highres/ #369 polymerized + #797 recreated  
276 4723d 4h spiker /highres/  
274 4732d 2h loomsday /highres/ polyTile #367  
273 4732d 3h spiker /highres/ 885 polymerized  
272 4732d 7h spiker /highres/textures/  
271 4732d 7h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 3h spiker /highres/ Content by Lightsource  
269 4735d 5h loomsday /highres/ polymerTile #318  
268 4736d 3h loomsday /highres/ polymer-ed tile #317  
266 4747d 2h loomsday /highres/ #371 polymerized, #152 glow added  
265 4750d 16h spiker /highres/ Fixes some broken normal maps  
264 4769d 12h 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 4775d 8h nightfright / Updated: #821, 1189, 2493  
261 4796d 3h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4799d 14h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4805d 3h parkar / Added installer source.  
237 4840d 8h devastator /highres/ 349 and 454 diffuse update  
234 4846d 8h devastator /highres/ 333-334 Tentacles embracing  
233 4846d 12h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4850d 2h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s