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308 4595d 15h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4595d 20h leod /highres/ fix 724_d  
306 4596d 2h leod /highres/ JPG->PNG conversions reverted  
305 4596d 14h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4596d 15h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4596d 16h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4597d 1h leod /highres/textures/ fix case of 1151 #2  
301 4597d 1h leod /highres/textures/ fix case of 1151 #1  
300 4597d 2h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4597d 11h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4598d 4h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4609d 0h spiker /highres/sprites/  
296 4609d 20h spiker /highres/sprites/  
295 4616d 3h spiker /highres/ 281  
294 4616d 19h spiker /highres/ Added 4266  
293 4617d 6h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4619d 2h 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 20h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4629d 17h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4629d 19h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4634d 6h 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 19h spiker /highres/  
286 4669d 6h spiker /highres/ 4154  
285 4695d 18h nightfright / Reverted to previous versions: 341-343  
284 4751d 17h loomsday /highres/sprites/props/ doublesided now  
283 4752d 6h spiker /highres/  
282 4752d 12h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4755d 6h nightfright / Modified: #341, 343  
280 4762d 7h nightfright / Modified: #342, 343, 821, 916, 917  
278 4810d 18h loomsday /highres/ #369 polymerized + #797 recreated  
277 4818d 21h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4818d 22h spiker /highres/  
275 4826d 20h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4827d 19h loomsday /highres/ polyTile #367  
273 4827d 21h spiker /highres/ 885 polymerized  
272 4828d 1h spiker /highres/textures/  
271 4828d 1h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4828d 21h spiker /highres/ Content by Lightsource  
269 4830d 22h loomsday /highres/ polymerTile #318  
268 4831d 21h loomsday /highres/ polymer-ed tile #317