Rev |
Age |
Author |
Path |
Log message |
Diff |
316 |
4589d 13h |
leod |
/highres/ |
Polymost grass #1 |
|
315 |
4590d 7h |
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 |
4590d 11h |
spiker |
/highres/sprites/firstperson/ |
small tweak |
|
313 |
4590d 12h |
spiker |
/highres/sprites/ |
More pisol adjustmenst + normal fix for scuba |
|
312 |
4591d 6h |
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 |
4592d 15h |
leod |
/highres/ |
Fix brace |
|
310 |
4592d 16h |
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 |
4595d 6h |
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 |
4595d 7h |
leod |
/highres/ |
texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png) |
|
307 |
4595d 12h |
leod |
/highres/ |
fix 724_d |
|
306 |
4595d 18h |
leod |
/highres/ |
JPG->PNG conversions reverted |
|
305 |
4596d 7h |
leod |
/highres/ |
JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png) |
|
304 |
4596d 8h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4596d 8h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4596d 17h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4596d 17h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4596d 18h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
299 |
4597d 3h |
h266 |
/highres/sprites/ |
Fix pal 12/18 of the Alien Queen in monsters.def. |
|
298 |
4597d 21h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
297 |
4608d 16h |
spiker |
/highres/sprites/ |
|
|
296 |
4609d 12h |
spiker |
/highres/sprites/ |
|
|
295 |
4615d 19h |
spiker |
/highres/ |
281 |
|
294 |
4616d 11h |
spiker |
/highres/ |
Added 4266 |
|
293 |
4616d 23h |
nightfright |
/ |
Modified: FOV fix for #2613 (HUD shotgun) by Spiker |
|
292 |
4618d 18h |
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 |
4628d 12h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4629d 10h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4629d 11h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4633d 23h |
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 |
4663d 11h |
spiker |
/highres/ |
|
|
286 |
4668d 23h |
spiker |
/highres/ |
4154 |
|
285 |
4695d 10h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4751d 10h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4751d 23h |
spiker |
/highres/ |
|
|
282 |
4752d 4h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4754d 23h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4761d 23h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4810d 10h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4818d 13h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4818d 14h |
spiker |
/highres/ |
|
|