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304 4517d 23h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4517d 23h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4518d 8h leod /highres/textures/ fix case of 1151 #2  
301 4518d 8h leod /highres/textures/ fix case of 1151 #1  
300 4518d 9h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4518d 18h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4519d 12h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4530d 7h spiker /highres/sprites/  
296 4531d 3h spiker /highres/sprites/  
295 4537d 10h spiker /highres/ 281  
294 4538d 2h spiker /highres/ Added 4266  
293 4538d 14h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4540d 9h 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 3h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4551d 1h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4551d 2h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4555d 14h 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 2h spiker /highres/  
286 4590d 14h spiker /highres/ 4154  
285 4617d 1h nightfright / Reverted to previous versions: 341-343  
284 4673d 1h loomsday /highres/sprites/props/ doublesided now  
283 4673d 14h spiker /highres/  
282 4673d 19h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4676d 14h nightfright / Modified: #341, 343  
280 4683d 14h nightfright / Modified: #342, 343, 821, 916, 917  
278 4732d 1h loomsday /highres/ #369 polymerized + #797 recreated  
277 4740d 4h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4740d 5h spiker /highres/  
275 4748d 4h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4749d 3h loomsday /highres/ polyTile #367  
273 4749d 4h spiker /highres/ 885 polymerized  
272 4749d 8h spiker /highres/textures/  
271 4749d 8h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4750d 4h spiker /highres/ Content by Lightsource  
269 4752d 6h loomsday /highres/ polymerTile #318  
268 4753d 4h loomsday /highres/ polymer-ed tile #317  
267 4760d 19h h266 /highres/screen/fonts/digital/  
266 4764d 3h loomsday /highres/ #371 polymerized, #152 glow added  
265 4767d 17h spiker /highres/ Fixes some broken normal maps  
264 4786d 13h 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)