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Rev Age Author Path Log message Diff
301 4519d 4h leod /highres/textures/ fix case of 1151 #1  
300 4519d 4h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4519d 14h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4520d 7h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4531d 3h spiker /highres/sprites/  
296 4531d 22h spiker /highres/sprites/  
295 4538d 5h spiker /highres/ 281  
294 4538d 21h spiker /highres/ Added 4266  
293 4539d 9h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4541d 4h 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 22h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4551d 20h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4551d 21h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4556d 9h 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 9h spiker /highres/ 4154  
285 4617d 20h nightfright / Reverted to previous versions: 341-343  
284 4673d 20h loomsday /highres/sprites/props/ doublesided now  
283 4674d 9h spiker /highres/  
282 4674d 14h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4677d 9h nightfright / Modified: #341, 343  
280 4684d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4732d 20h loomsday /highres/ #369 polymerized + #797 recreated  
277 4740d 23h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4741d 0h spiker /highres/  
275 4748d 23h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4749d 22h loomsday /highres/ polyTile #367  
273 4749d 23h spiker /highres/ 885 polymerized  
272 4750d 3h spiker /highres/textures/  
271 4750d 3h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4750d 23h spiker /highres/ Content by Lightsource  
269 4753d 1h loomsday /highres/ polymerTile #318  
268 4753d 23h loomsday /highres/ polymer-ed tile #317  
267 4761d 15h h266 /highres/screen/fonts/digital/  
266 4764d 22h loomsday /highres/ #371 polymerized, #152 glow added  
265 4768d 12h spiker /highres/ Fixes some broken normal maps  
264 4787d 8h 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 4h nightfright / Updated: #821, 1189, 2493  
262 4806d 21h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4813d 22h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)