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317 4499d 6h leod /highres/textures/ Polymost grass #2  
316 4499d 6h leod /highres/ Polymost grass #1  
308 4505d 1h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4505d 12h leod /highres/ JPG->PNG conversions reverted  
305 4506d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4506d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4506d 1h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4506d 11h leod /highres/textures/ fix case of 1151 #2  
301 4506d 11h leod /highres/textures/ fix case of 1151 #1  
300 4506d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4507d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4525d 12h spiker /highres/ 281  
294 4526d 4h spiker /highres/ Added 4266  
292 4528d 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 4543d 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 4573d 5h spiker /highres/  
286 4578d 16h spiker /highres/ 4154  
285 4605d 3h nightfright / Reverted to previous versions: 341-343  
283 4661d 16h spiker /highres/  
281 4664d 16h nightfright / Modified: #341, 343  
280 4671d 16h nightfright / Modified: #342, 343, 821, 916, 917  
278 4720d 3h loomsday /highres/ #369 polymerized + #797 recreated  
276 4728d 7h spiker /highres/  
274 4737d 5h loomsday /highres/ polyTile #367  
273 4737d 6h spiker /highres/ 885 polymerized  
272 4737d 10h spiker /highres/textures/  
271 4737d 10h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4738d 6h spiker /highres/ Content by Lightsource  
269 4740d 8h loomsday /highres/ polymerTile #318  
268 4741d 6h loomsday /highres/ polymer-ed tile #317  
266 4752d 5h loomsday /highres/ #371 polymerized, #152 glow added  
265 4755d 19h spiker /highres/ Fixes some broken normal maps  
264 4774d 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 4780d 11h nightfright / Updated: #821, 1189, 2493  
261 4801d 6h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4804d 17h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4810d 6h parkar / Added installer source.  
237 4845d 11h devastator /highres/ 349 and 454 diffuse update  
234 4851d 11h devastator /highres/ 333-334 Tentacles embracing  
233 4851d 15h devastator /highres/ Remade 344 for future tentacle embracing.