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328 4529d 6h spiker /highres/ 4288 + shrinker projectile color match  
317 4536d 6h leod /highres/textures/ Polymost grass #2  
316 4536d 6h leod /highres/ Polymost grass #1  
308 4542d 0h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4542d 11h leod /highres/ JPG->PNG conversions reverted  
305 4543d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4543d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4543d 1h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4543d 10h leod /highres/textures/ fix case of 1151 #2  
301 4543d 10h leod /highres/textures/ fix case of 1151 #1  
300 4543d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4544d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4562d 12h spiker /highres/ 281  
294 4563d 4h spiker /highres/ Added 4266  
292 4565d 11h 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 4580d 16h 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 4610d 4h spiker /highres/  
286 4615d 16h spiker /highres/ 4154  
285 4642d 3h nightfright / Reverted to previous versions: 341-343  
283 4698d 16h spiker /highres/  
281 4701d 16h nightfright / Modified: #341, 343  
280 4708d 16h nightfright / Modified: #342, 343, 821, 916, 917  
278 4757d 3h loomsday /highres/ #369 polymerized + #797 recreated  
276 4765d 7h spiker /highres/  
274 4774d 5h loomsday /highres/ polyTile #367  
273 4774d 6h spiker /highres/ 885 polymerized  
272 4774d 10h spiker /highres/textures/  
271 4774d 10h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4775d 6h spiker /highres/ Content by Lightsource  
269 4777d 8h loomsday /highres/ polymerTile #318  
268 4778d 6h loomsday /highres/ polymer-ed tile #317  
266 4789d 5h loomsday /highres/ #371 polymerized, #152 glow added  
265 4792d 19h spiker /highres/ Fixes some broken normal maps  
264 4811d 15h 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 4817d 11h nightfright / Updated: #821, 1189, 2493  
261 4838d 5h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4841d 17h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4847d 6h parkar / Added installer source.  
237 4882d 11h devastator /highres/ 349 and 454 diffuse update  
234 4888d 10h devastator /highres/ 333-334 Tentacles embracing