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Rev Age Author Path Log message Diff
300 4594d 8h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4594d 18h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4595d 11h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4606d 7h spiker /highres/sprites/  
296 4607d 3h spiker /highres/sprites/  
295 4613d 9h spiker /highres/ 281  
294 4614d 2h spiker /highres/ Added 4266  
293 4614d 13h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4616d 8h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
291 4626d 2h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4627d 0h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4627d 1h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4631d 13h 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 4661d 2h spiker /highres/  
286 4666d 13h spiker /highres/ 4154  
285 4693d 1h nightfright / Reverted to previous versions: 341-343  
284 4749d 0h loomsday /highres/sprites/props/ doublesided now  
283 4749d 13h spiker /highres/  
282 4749d 19h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4752d 13h nightfright / Modified: #341, 343  
280 4759d 14h nightfright / Modified: #342, 343, 821, 916, 917  
278 4808d 1h loomsday /highres/ #369 polymerized + #797 recreated  
277 4816d 4h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4816d 5h spiker /highres/  
275 4824d 3h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4825d 2h loomsday /highres/ polyTile #367  
273 4825d 4h spiker /highres/ 885 polymerized  
272 4825d 8h spiker /highres/textures/  
271 4825d 8h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4826d 4h spiker /highres/ Content by Lightsource  
269 4828d 5h loomsday /highres/ polymerTile #318  
268 4829d 4h loomsday /highres/ polymer-ed tile #317  
267 4836d 19h h266 /highres/screen/fonts/digital/  
266 4840d 2h loomsday /highres/ #371 polymerized, #152 glow added  
265 4843d 16h spiker /highres/ Fixes some broken normal maps  
264 4862d 12h 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 4868d 8h nightfright / Updated: #821, 1189, 2493  
262 4882d 2h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4889d 3h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4892d 14h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)