Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
318 4537d 15h leod /highres/sprites/firstperson/ PNG-optimized version from the HRP update Pack v5.1.302 put into the repository :-)  
317 4537d 19h leod /highres/textures/ Polymost grass #2  
316 4537d 19h leod /highres/ Polymost grass #1  
315 4538d 13h leod / Polymost HRP is back. Start EDuke32 with -hduke3d_hrp_polymost.def

This may not work in conjunction with mods like DukePlus because, for example, dukeplus.def includes duke3d.def.
Therefore using the Polymost Override Pack which is sold separately is still the preferred method.
 
314 4538d 17h spiker /highres/sprites/firstperson/ small tweak  
313 4538d 18h spiker /highres/sprites/ More pisol adjustmenst + normal fix for scuba  
312 4539d 12h h266 /highres/ Define the projections in projections.def as 'tilefromtexture' before defining them as 'texture' to avoid warnings in the log file, and to allow them to be used in Polymer even with hightile disabled.
This information has been added to the def file itself as well.
 
311 4540d 21h leod /highres/ Fix brace  
310 4540d 22h leod /highres/ Restore 0603_skin_g.png / Activate forgotten textures / Pal 12/18 fixes / DEF file tweaks and fixes

Re-add 0603_skin_g.png which is needed by babes other than the new 603 one
Add forgotten 0124_n.png, 0125_n.png to textures.def
Add forgotten 4400_bear_24.png to props.def
Fix pal 12/18 of 4510_pirate1a by renaming
Change pal 12/18 fix of the Alien Queen by renaming / SCNR
Fix line feeds of characters.def and ice.def
Add line feeds at the end of DEFs
 
309 4543d 12h leod /highres/sprites/ effects, signs, and switches folders are Polymost-complete
(Polymer diffuse/glow maps renamed to *_d[_g].png)

All remaining Polymost textures outside the repository will require bringing back their old MD3 models.
Note that Polymost and Polymer 0136_sdoorswitch share the same MD3.
 
308 4543d 14h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4543d 19h leod /highres/ fix 724_d  
306 4544d 1h leod /highres/ JPG->PNG conversions reverted  
305 4544d 13h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4544d 14h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4544d 15h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4545d 0h leod /highres/textures/ fix case of 1151 #2  
301 4545d 0h leod /highres/textures/ fix case of 1151 #1  
300 4545d 0h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4545d 10h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4546d 3h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4556d 23h spiker /highres/sprites/  
296 4557d 19h spiker /highres/sprites/  
295 4564d 1h spiker /highres/ 281  
294 4564d 18h spiker /highres/ Added 4266  
293 4565d 5h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4567d 0h 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 4576d 18h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4577d 16h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4577d 17h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4582d 5h 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 4611d 18h spiker /highres/  
286 4617d 5h spiker /highres/ 4154  
285 4643d 17h nightfright / Reverted to previous versions: 341-343  
284 4699d 16h loomsday /highres/sprites/props/ doublesided now  
283 4700d 5h spiker /highres/  
282 4700d 10h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4703d 5h nightfright / Modified: #341, 343  
280 4710d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4758d 17h loomsday /highres/ #369 polymerized + #797 recreated