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Rev Age Author Path Log message Diff
307 4512d 11h leod /highres/ fix 724_d  
306 4512d 17h leod /highres/ JPG->PNG conversions reverted  
305 4513d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4513d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4513d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4513d 16h leod /highres/textures/ fix case of 1151 #2  
301 4513d 16h leod /highres/textures/ fix case of 1151 #1  
300 4513d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4514d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4514d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4525d 15h spiker /highres/sprites/  
296 4526d 11h spiker /highres/sprites/  
295 4532d 18h spiker /highres/ 281  
294 4533d 10h spiker /highres/ Added 4266  
293 4533d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4535d 17h 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 4545d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4546d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4546d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4550d 22h 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 4580d 10h spiker /highres/  
286 4585d 22h spiker /highres/ 4154  
285 4612d 9h nightfright / Reverted to previous versions: 341-343  
284 4668d 9h loomsday /highres/sprites/props/ doublesided now  
283 4668d 22h spiker /highres/  
282 4669d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4671d 22h nightfright / Modified: #341, 343  
280 4678d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4727d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4735d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4735d 13h spiker /highres/  
275 4743d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4744d 11h loomsday /highres/ polyTile #367  
273 4744d 12h spiker /highres/ 885 polymerized  
272 4744d 16h spiker /highres/textures/  
271 4744d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4745d 12h spiker /highres/ Content by Lightsource  
269 4747d 14h loomsday /highres/ polymerTile #318  
268 4748d 12h loomsday /highres/ polymer-ed tile #317  
267 4756d 3h h266 /highres/screen/fonts/digital/