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Rev Age Author Path Log message Diff
307 4550d 17h leod /highres/ fix 724_d  
306 4550d 23h leod /highres/ JPG->PNG conversions reverted  
305 4551d 11h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4551d 12h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4551d 12h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4551d 22h leod /highres/textures/ fix case of 1151 #2  
301 4551d 22h leod /highres/textures/ fix case of 1151 #1  
300 4551d 22h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4552d 8h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4553d 1h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4563d 21h spiker /highres/sprites/  
296 4564d 17h spiker /highres/sprites/  
295 4570d 23h spiker /highres/ 281  
294 4571d 15h spiker /highres/ Added 4266  
293 4572d 3h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4573d 22h 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 4583d 16h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4584d 14h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4584d 15h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4589d 3h 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.
 

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