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Rev Age Author Path Log message Diff
301 4518d 22h leod /highres/textures/ fix case of 1151 #1  
300 4518d 23h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4519d 8h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4520d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4530d 21h spiker /highres/sprites/  
296 4531d 17h spiker /highres/sprites/  
295 4538d 0h spiker /highres/ 281  
294 4538d 16h spiker /highres/ Added 4266  
293 4539d 4h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4540d 23h 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 4550d 17h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4551d 14h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4551d 16h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4556d 4h 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 16h spiker /highres/  
286 4591d 3h spiker /highres/ 4154  
285 4617d 15h nightfright / Reverted to previous versions: 341-343  
284 4673d 15h loomsday /highres/sprites/props/ doublesided now  
283 4674d 4h spiker /highres/  
282 4674d 9h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4677d 3h nightfright / Modified: #341, 343  
280 4684d 4h nightfright / Modified: #342, 343, 821, 916, 917  
278 4732d 15h loomsday /highres/ #369 polymerized + #797 recreated  
277 4740d 18h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4740d 19h spiker /highres/  
275 4748d 17h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4749d 17h loomsday /highres/ polyTile #367  
273 4749d 18h spiker /highres/ 885 polymerized  
272 4749d 22h spiker /highres/textures/  
271 4749d 22h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4750d 18h spiker /highres/ Content by Lightsource  
269 4752d 19h loomsday /highres/ polymerTile #318  
268 4753d 18h loomsday /highres/ polymer-ed tile #317  
267 4761d 9h h266 /highres/screen/fonts/digital/  
266 4764d 17h loomsday /highres/ #371 polymerized, #152 glow added  
265 4768d 7h spiker /highres/ Fixes some broken normal maps  
264 4787d 2h 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 4792d 23h nightfright / Updated: #821, 1189, 2493  
262 4806d 16h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4813d 17h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)