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Rev Age Author Path Log message Diff
303 4593d 21h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4594d 6h leod /highres/textures/ fix case of 1151 #2  
301 4594d 6h leod /highres/textures/ fix case of 1151 #1  
300 4594d 7h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4594d 16h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4595d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4606d 5h spiker /highres/sprites/  
296 4607d 1h spiker /highres/sprites/  
295 4613d 8h spiker /highres/ 281  
294 4614d 0h spiker /highres/ Added 4266  
293 4614d 12h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4616d 7h 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 4626d 1h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4626d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4627d 0h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4631d 12h 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 4661d 0h spiker /highres/  
286 4666d 12h spiker /highres/ 4154  
285 4692d 23h nightfright / Reverted to previous versions: 341-343  
284 4748d 23h loomsday /highres/sprites/props/ doublesided now  
283 4749d 12h spiker /highres/  
282 4749d 17h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4752d 12h nightfright / Modified: #341, 343  
280 4759d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4807d 23h loomsday /highres/ #369 polymerized + #797 recreated  
277 4816d 2h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4816d 3h spiker /highres/  
275 4824d 2h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4825d 1h loomsday /highres/ polyTile #367  
273 4825d 2h spiker /highres/ 885 polymerized  
272 4825d 6h spiker /highres/textures/  
271 4825d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4826d 2h spiker /highres/ Content by Lightsource  
269 4828d 4h loomsday /highres/ polymerTile #318  
268 4829d 2h loomsday /highres/ polymer-ed tile #317  
267 4836d 17h h266 /highres/screen/fonts/digital/  
266 4840d 1h loomsday /highres/ #371 polymerized, #152 glow added  
265 4843d 15h spiker /highres/ Fixes some broken normal maps  
264 4862d 11h 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 4868d 7h nightfright / Updated: #821, 1189, 2493