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Rev Age Author Path Log message Diff
316 4506d 8h leod /highres/ Polymost grass #1  
308 4512d 3h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4512d 14h leod /highres/ JPG->PNG conversions reverted  
305 4513d 2h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4513d 3h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4513d 3h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4513d 13h leod /highres/textures/ fix case of 1151 #2  
301 4513d 13h leod /highres/textures/ fix case of 1151 #1  
300 4513d 13h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4514d 16h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4532d 14h spiker /highres/ 281  
294 4533d 6h spiker /highres/ Added 4266  
292 4535d 13h 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 4550d 18h 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 4580d 7h spiker /highres/  
286 4585d 18h spiker /highres/ 4154  
285 4612d 5h nightfright / Reverted to previous versions: 341-343  
283 4668d 18h spiker /highres/  
281 4671d 18h nightfright / Modified: #341, 343  
280 4678d 19h nightfright / Modified: #342, 343, 821, 916, 917  
278 4727d 5h loomsday /highres/ #369 polymerized + #797 recreated  
276 4735d 9h spiker /highres/  
274 4744d 7h loomsday /highres/ polyTile #367  
273 4744d 8h spiker /highres/ 885 polymerized  
272 4744d 12h spiker /highres/textures/  
271 4744d 13h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4745d 8h spiker /highres/ Content by Lightsource  
269 4747d 10h loomsday /highres/ polymerTile #318  
268 4748d 9h loomsday /highres/ polymer-ed tile #317  
266 4759d 7h loomsday /highres/ #371 polymerized, #152 glow added  
265 4762d 21h spiker /highres/ Fixes some broken normal maps  
264 4781d 17h 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 4787d 13h nightfright / Updated: #821, 1189, 2493  
261 4808d 8h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4811d 19h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4817d 8h parkar / Added installer source.  
237 4852d 13h devastator /highres/ 349 and 454 diffuse update  
234 4858d 13h devastator /highres/ 333-334 Tentacles embracing  
233 4858d 17h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4862d 7h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s