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Rev Age Author Path Log message Diff
302 4507d 23h leod /highres/textures/ fix case of 1151 #2  
301 4507d 23h leod /highres/textures/ fix case of 1151 #1  
300 4507d 23h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4508d 9h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4509d 2h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4519d 22h spiker /highres/sprites/  
296 4520d 18h spiker /highres/sprites/  
295 4527d 0h spiker /highres/ 281  
294 4527d 17h spiker /highres/ Added 4266  
293 4528d 4h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4529d 23h 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 4539d 17h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4540d 15h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4540d 16h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4545d 4h 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 4574d 17h spiker /highres/  
286 4580d 4h spiker /highres/ 4154  
285 4606d 16h nightfright / Reverted to previous versions: 341-343  
284 4662d 15h loomsday /highres/sprites/props/ doublesided now  
283 4663d 4h spiker /highres/  
282 4663d 9h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4666d 4h nightfright / Modified: #341, 343  
280 4673d 5h nightfright / Modified: #342, 343, 821, 916, 917  
278 4721d 16h loomsday /highres/ #369 polymerized + #797 recreated  
277 4729d 19h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4729d 20h spiker /highres/  
275 4737d 18h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4738d 17h loomsday /highres/ polyTile #367  
273 4738d 19h spiker /highres/ 885 polymerized  
272 4738d 23h spiker /highres/textures/  
271 4738d 23h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4739d 19h spiker /highres/ Content by Lightsource  
269 4741d 20h loomsday /highres/ polymerTile #318  
268 4742d 19h loomsday /highres/ polymer-ed tile #317  
267 4750d 10h h266 /highres/screen/fonts/digital/  
266 4753d 17h loomsday /highres/ #371 polymerized, #152 glow added  
265 4757d 7h spiker /highres/ Fixes some broken normal maps  
264 4776d 3h 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)  
263 4781d 23h nightfright / Updated: #821, 1189, 2493  
262 4795d 17h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)