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Rev Age Author Path Log message Diff
307 4517d 11h leod /highres/ fix 724_d  
306 4517d 17h leod /highres/ JPG->PNG conversions reverted  
305 4518d 5h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4518d 6h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4518d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4518d 16h leod /highres/textures/ fix case of 1151 #2  
301 4518d 16h leod /highres/textures/ fix case of 1151 #1  
300 4518d 16h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4519d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4519d 19h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4530d 15h spiker /highres/sprites/  
296 4531d 11h spiker /highres/sprites/  
295 4537d 17h spiker /highres/ 281  
294 4538d 9h spiker /highres/ Added 4266  
293 4538d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4540d 16h 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 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4551d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4551d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4555d 21h 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 10h spiker /highres/  
286 4590d 21h spiker /highres/ 4154  
285 4617d 8h nightfright / Reverted to previous versions: 341-343  
284 4673d 8h loomsday /highres/sprites/props/ doublesided now  
283 4673d 21h spiker /highres/  
282 4674d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4676d 21h nightfright / Modified: #341, 343  
280 4683d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4732d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4740d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4740d 12h spiker /highres/  
275 4748d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4749d 10h loomsday /highres/ polyTile #367  
273 4749d 11h spiker /highres/ 885 polymerized  
272 4749d 16h spiker /highres/textures/  
271 4749d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4750d 11h spiker /highres/ Content by Lightsource  
269 4752d 13h loomsday /highres/ polymerTile #318  
268 4753d 12h loomsday /highres/ polymer-ed tile #317  
267 4761d 3h h266 /highres/screen/fonts/digital/