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308 4510d 6h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4510d 18h leod /highres/ JPG->PNG conversions reverted  
305 4511d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4511d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4511d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4511d 17h leod /highres/textures/ fix case of 1151 #2  
301 4511d 17h leod /highres/textures/ fix case of 1151 #1  
300 4511d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4512d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4530d 18h spiker /highres/ 281  
294 4531d 10h spiker /highres/ Added 4266  
292 4533d 17h 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 4548d 22h 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 4578d 10h spiker /highres/  
286 4583d 22h spiker /highres/ 4154  
285 4610d 9h nightfright / Reverted to previous versions: 341-343  
283 4666d 22h spiker /highres/  
281 4669d 22h nightfright / Modified: #341, 343  
280 4676d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4725d 9h loomsday /highres/ #369 polymerized + #797 recreated  
276 4733d 13h spiker /highres/  
274 4742d 11h loomsday /highres/ polyTile #367  
273 4742d 12h spiker /highres/ 885 polymerized  
272 4742d 16h spiker /highres/textures/  
271 4742d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4743d 12h spiker /highres/ Content by Lightsource  
269 4745d 14h loomsday /highres/ polymerTile #318  
268 4746d 12h loomsday /highres/ polymer-ed tile #317  
266 4757d 11h loomsday /highres/ #371 polymerized, #152 glow added  
265 4761d 1h spiker /highres/ Fixes some broken normal maps  
264 4779d 21h 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 4785d 17h nightfright / Updated: #821, 1189, 2493  
261 4806d 11h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4809d 23h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4815d 12h parkar / Added installer source.  
237 4850d 17h devastator /highres/ 349 and 454 diffuse update  
234 4856d 16h devastator /highres/ 333-334 Tentacles embracing  
233 4856d 21h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4860d 11h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4860d 11h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S