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308 4498d 1h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4498d 6h leod /highres/ fix 724_d  
306 4498d 12h leod /highres/ JPG->PNG conversions reverted  
305 4499d 1h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4499d 2h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4499d 2h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4499d 11h leod /highres/textures/ fix case of 1151 #2  
301 4499d 11h leod /highres/textures/ fix case of 1151 #1  
300 4499d 12h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4499d 21h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4500d 15h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4511d 10h spiker /highres/sprites/  
296 4512d 6h spiker /highres/sprites/  
295 4518d 13h spiker /highres/ 281  
294 4519d 5h spiker /highres/ Added 4266  
293 4519d 17h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4521d 12h 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 4531d 6h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4532d 4h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4532d 5h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4536d 17h 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 4566d 5h spiker /highres/  
286 4571d 17h spiker /highres/ 4154  
285 4598d 4h nightfright / Reverted to previous versions: 341-343  
284 4654d 4h loomsday /highres/sprites/props/ doublesided now  
283 4654d 17h spiker /highres/  
282 4654d 22h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4657d 17h nightfright / Modified: #341, 343  
280 4664d 17h nightfright / Modified: #342, 343, 821, 916, 917  
278 4713d 4h loomsday /highres/ #369 polymerized + #797 recreated  
277 4721d 7h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4721d 8h spiker /highres/  
275 4729d 7h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4730d 6h loomsday /highres/ polyTile #367  
273 4730d 7h spiker /highres/ 885 polymerized  
272 4730d 11h spiker /highres/textures/  
271 4730d 11h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4731d 7h spiker /highres/ Content by Lightsource  
269 4733d 9h loomsday /highres/ polymerTile #318  
268 4734d 7h loomsday /highres/ polymer-ed tile #317