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84 5184d 12h loomsday /highres/ normals and speculars for Tiles #0346, 0743 posted by Ozz @ duke4.net forum  
83 5184d 17h loomsday /highres/ oops, my bad (just forgot to mark them to be added to svn and since the log showed no errors at my end I was thinking that everything is ok)  
82 5185d 5h nightfright / Updated/added: #1109 (n/s), 1124 (n/s) by gt1750  
81 5185d 5h nightfright / textures.def: fix for 3 missing tiles (450_g, 455_n, 455_s)  
80 5187d 4h loomsday / light-hack. Wow.. those Ooz Filters are fps killers, also only few of them make any room lit like hell, gonna ask plagman to un-hardcode them and make the adjustable through deflines  
79 5189d 7h loomsday /highres/textures/ update for tiles #764, 823 diffuse textures' by Ozz @ duke4.net forums
also recreated normal and specular for #823
 
78 5192d 6h loomsday /highres/ Tile #455 is now polymer-ready, but hell.. it's used only in e2l11 and only a part of it, this is depressing  
77 5192d 9h loomsday / and the last lighhacking for the time being until I get cool after constant mapster crashes •_•  
76 5192d 11h loomsday / some basic lighting applied  
75 5193d 6h loomsday / polymer lights test, SE49 only due do heavy lags on my system, so sorry no shadows from lights available atm  
74 5193d 14h loomsday /highres/ oopsie, some typoes in the defs  
73 5195d 5h loomsday /highres/ Tile #450 is now polymer-ready  
72 5197d 6h loomsday /highres/ Tile #447 is now polymer-ready, though it might look a bit poorer comparing to HRP version, but hell, I just have too much unfinished stuff to care about details invention  
71 5199d 8h loomsday /highres/ Tiles: 750, 1140, 1170, 1185, 1205, 3407,4275, 5116, 5117 were draftly polymerized  
70 5202d 0h h266 /highres/sprites/props/ new #920 render  
69 5203d 7h loomsday /highres/textures/ #796, 819, 857, 858 draftly polymerized
#545 parallax params added to definition
 
68 5204d 3h loomsday /highres/ #1103 and 4301 created by Devastator (yes, the same Devastator who created some famous maps with rating >90 :D). glossmaps and definitions by me. And yes, polymer ready.  
67 5211d 1h h266 /highres/textures/ #251-252 alt-pals now Polymer-ready  
66 5220d 22h h266 /highres/ new renders of all weapon/ammo/inven/pickup sprites (holoduke: revert)
shotgun ammo and knuckle crack converted to MD3
fixed freezer glow (lower resolution) nightvision glow (over-illumination, not base art)
additional "nocompress" primitives for status bar components
fixed shrinker & expander pickup defs
textures.def errors fixed
 
65 5221d 0h loomsday /highres/sprites/ normalmap for shrinker ammo is now uncommented, works since EDuke32 synthesis build 1608
specularmap for fence #913 is uncommented, works since EDuke32 synthesis build 1609
 

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