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316 4528d 17h leod /highres/ Polymost grass #1  
308 4534d 12h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4534d 23h leod /highres/ JPG->PNG conversions reverted  
305 4535d 11h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4535d 12h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4535d 12h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4535d 22h leod /highres/textures/ fix case of 1151 #2  
301 4535d 22h leod /highres/textures/ fix case of 1151 #1  
300 4535d 22h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4537d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4554d 23h spiker /highres/ 281  
294 4555d 15h spiker /highres/ Added 4266  
292 4557d 22h 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 4573d 3h 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 4602d 15h spiker /highres/  
286 4608d 3h spiker /highres/ 4154  
285 4634d 14h nightfright / Reverted to previous versions: 341-343  
283 4691d 3h spiker /highres/  
281 4694d 3h nightfright / Modified: #341, 343  
280 4701d 3h nightfright / Modified: #342, 343, 821, 916, 917  
278 4749d 14h loomsday /highres/ #369 polymerized + #797 recreated  
276 4757d 18h spiker /highres/  
274 4766d 16h loomsday /highres/ polyTile #367  
273 4766d 17h spiker /highres/ 885 polymerized  
272 4766d 21h spiker /highres/textures/  
271 4766d 21h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4767d 17h spiker /highres/ Content by Lightsource  
269 4769d 19h loomsday /highres/ polymerTile #318  
268 4770d 17h loomsday /highres/ polymer-ed tile #317  
266 4781d 16h loomsday /highres/ #371 polymerized, #152 glow added  
265 4785d 6h spiker /highres/ Fixes some broken normal maps  
264 4804d 2h 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 4809d 22h nightfright / Updated: #821, 1189, 2493  
261 4830d 16h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4834d 4h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4839d 17h parkar / Added installer source.  
237 4874d 22h devastator /highres/ 349 and 454 diffuse update  
234 4880d 21h devastator /highres/ 333-334 Tentacles embracing  
233 4881d 2h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4884d 16h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s