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317 4500d 14h leod /highres/textures/ Polymost grass #2  
316 4500d 14h leod /highres/ Polymost grass #1  
308 4506d 9h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4506d 20h leod /highres/ JPG->PNG conversions reverted  
305 4507d 8h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4507d 9h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4507d 10h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4507d 19h leod /highres/textures/ fix case of 1151 #2  
301 4507d 19h leod /highres/textures/ fix case of 1151 #1  
300 4507d 19h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4508d 22h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4526d 20h spiker /highres/ 281  
294 4527d 13h spiker /highres/ Added 4266  
292 4529d 19h 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 4545d 0h 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 4574d 13h spiker /highres/  
286 4580d 0h spiker /highres/ 4154  
285 4606d 11h nightfright / Reverted to previous versions: 341-343  
283 4663d 0h spiker /highres/  
281 4666d 0h nightfright / Modified: #341, 343  
280 4673d 1h nightfright / Modified: #342, 343, 821, 916, 917  
278 4721d 12h loomsday /highres/ #369 polymerized + #797 recreated  
276 4729d 16h spiker /highres/  
274 4738d 13h loomsday /highres/ polyTile #367  
273 4738d 14h spiker /highres/ 885 polymerized  
272 4738d 19h spiker /highres/textures/  
271 4738d 19h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4739d 15h spiker /highres/ Content by Lightsource  
269 4741d 16h loomsday /highres/ polymerTile #318  
268 4742d 15h loomsday /highres/ polymer-ed tile #317  
266 4753d 13h loomsday /highres/ #371 polymerized, #152 glow added  
265 4757d 3h spiker /highres/ Fixes some broken normal maps  
264 4775d 23h 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 4781d 19h nightfright / Updated: #821, 1189, 2493  
261 4802d 14h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4806d 1h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4811d 14h parkar / Added installer source.  
237 4846d 20h devastator /highres/ 349 and 454 diffuse update  
234 4852d 19h devastator /highres/ 333-334 Tentacles embracing  
233 4852d 23h devastator /highres/ Remade 344 for future tentacle embracing.