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Rev Age Author Path Log message Diff
307 4511d 4h leod /highres/ fix 724_d  
306 4511d 10h leod /highres/ JPG->PNG conversions reverted  
305 4511d 22h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4511d 23h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4512d 0h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4512d 9h leod /highres/textures/ fix case of 1151 #2  
301 4512d 9h leod /highres/textures/ fix case of 1151 #1  
300 4512d 10h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4512d 19h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4513d 12h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4524d 8h spiker /highres/sprites/  
296 4525d 4h spiker /highres/sprites/  
295 4531d 11h spiker /highres/ 281  
294 4532d 3h spiker /highres/ Added 4266  
293 4532d 14h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4534d 10h 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 4544d 4h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4545d 1h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4545d 3h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4549d 15h 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 4579d 3h spiker /highres/  
286 4584d 14h spiker /highres/ 4154  
285 4611d 2h nightfright / Reverted to previous versions: 341-343  
284 4667d 1h loomsday /highres/sprites/props/ doublesided now  
283 4667d 15h spiker /highres/  
282 4667d 20h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4670d 14h nightfright / Modified: #341, 343  
280 4677d 15h nightfright / Modified: #342, 343, 821, 916, 917  
278 4726d 2h loomsday /highres/ #369 polymerized + #797 recreated  
277 4734d 5h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4734d 6h spiker /highres/  
275 4742d 4h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4743d 3h loomsday /highres/ polyTile #367  
273 4743d 5h spiker /highres/ 885 polymerized  
272 4743d 9h spiker /highres/textures/  
271 4743d 9h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4744d 5h spiker /highres/ Content by Lightsource  
269 4746d 6h loomsday /highres/ polymerTile #318  
268 4747d 5h loomsday /highres/ polymer-ed tile #317  
267 4754d 20h h266 /highres/screen/fonts/digital/