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Rev Age Author Path Log message Diff
317 4532d 5h leod /highres/textures/ Polymost grass #2  
316 4532d 5h leod /highres/ Polymost grass #1  
308 4538d 0h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4538d 11h leod /highres/ JPG->PNG conversions reverted  
305 4539d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4539d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4539d 1h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4539d 10h leod /highres/textures/ fix case of 1151 #2  
301 4539d 10h leod /highres/textures/ fix case of 1151 #1  
300 4539d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4540d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4558d 12h spiker /highres/ 281  
294 4559d 4h spiker /highres/ Added 4266  
292 4561d 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 4576d 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 4606d 4h spiker /highres/  
286 4611d 16h spiker /highres/ 4154  
285 4638d 3h nightfright / Reverted to previous versions: 341-343  
283 4694d 16h spiker /highres/  
281 4697d 16h nightfright / Modified: #341, 343  
280 4704d 16h nightfright / Modified: #342, 343, 821, 916, 917  
278 4753d 3h loomsday /highres/ #369 polymerized + #797 recreated  
276 4761d 7h spiker /highres/  
274 4770d 5h loomsday /highres/ polyTile #367  
273 4770d 6h spiker /highres/ 885 polymerized  
272 4770d 10h spiker /highres/textures/  
271 4770d 10h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4771d 6h spiker /highres/ Content by Lightsource  
269 4773d 8h loomsday /highres/ polymerTile #318  
268 4774d 6h loomsday /highres/ polymer-ed tile #317  
266 4785d 5h loomsday /highres/ #371 polymerized, #152 glow added  
265 4788d 19h spiker /highres/ Fixes some broken normal maps  
264 4807d 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 4813d 11h nightfright / Updated: #821, 1189, 2493  
261 4834d 5h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4837d 16h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4843d 6h parkar / Added installer source.  
237 4878d 11h devastator /highres/ 349 and 454 diffuse update  
234 4884d 10h devastator /highres/ 333-334 Tentacles embracing  
233 4884d 14h devastator /highres/ Remade 344 for future tentacle embracing.