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Rev Age Author Path Log message Diff
317 4512d 0h leod /highres/textures/ Polymost grass #2  
316 4512d 0h leod /highres/ Polymost grass #1  
308 4517d 18h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4518d 5h leod /highres/ JPG->PNG conversions reverted  
305 4518d 18h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4518d 19h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4518d 19h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4519d 4h leod /highres/textures/ fix case of 1151 #2  
301 4519d 4h leod /highres/textures/ fix case of 1151 #1  
300 4519d 5h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4520d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4538d 6h spiker /highres/ 281  
294 4538d 22h spiker /highres/ Added 4266  
292 4541d 5h 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 4556d 10h 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 4585d 22h spiker /highres/  
286 4591d 10h spiker /highres/ 4154  
285 4617d 21h nightfright / Reverted to previous versions: 341-343  
283 4674d 10h spiker /highres/  
281 4677d 10h nightfright / Modified: #341, 343  
280 4684d 10h nightfright / Modified: #342, 343, 821, 916, 917  
278 4732d 21h loomsday /highres/ #369 polymerized + #797 recreated  
276 4741d 1h spiker /highres/  
274 4749d 23h loomsday /highres/ polyTile #367  
273 4750d 0h spiker /highres/ 885 polymerized  
272 4750d 4h spiker /highres/textures/  
271 4750d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4751d 0h spiker /highres/ Content by Lightsource  
269 4753d 2h loomsday /highres/ polymerTile #318  
268 4754d 0h loomsday /highres/ polymer-ed tile #317  
266 4764d 23h loomsday /highres/ #371 polymerized, #152 glow added  
265 4768d 13h spiker /highres/ Fixes some broken normal maps  
264 4787d 9h 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 4793d 5h nightfright / Updated: #821, 1189, 2493  
261 4813d 23h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4817d 11h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4823d 0h parkar / Added installer source.  
237 4858d 5h devastator /highres/ 349 and 454 diffuse update  
234 4864d 4h devastator /highres/ 333-334 Tentacles embracing  
233 4864d 8h devastator /highres/ Remade 344 for future tentacle embracing.