Rev |
Age |
Author |
Path |
Log message |
Diff |
80 |
5244d 11h |
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 |
5246d 14h |
loomsday |
/highres/textures/ |
update for tiles #764, 823 diffuse textures' by Ozz @ duke4.net forums
also recreated normal and specular for #823 |
|
78 |
5249d 13h |
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 |
5249d 16h |
loomsday |
/ |
and the last lighhacking for the time being until I get cool after constant mapster crashes •_• |
|
76 |
5249d 18h |
loomsday |
/ |
some basic lighting applied |
|
75 |
5250d 14h |
loomsday |
/ |
polymer lights test, SE49 only due do heavy lags on my system, so sorry no shadows from lights available atm |
|
74 |
5250d 22h |
loomsday |
/highres/ |
oopsie, some typoes in the defs |
|
73 |
5252d 12h |
loomsday |
/highres/ |
Tile #450 is now polymer-ready |
|
72 |
5254d 13h |
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 |
5256d 15h |
loomsday |
/highres/ |
Tiles: 750, 1140, 1170, 1185, 1205, 3407,4275, 5116, 5117 were draftly polymerized |
|
70 |
5259d 8h |
h266 |
/highres/sprites/props/ |
new #920 render |
|
69 |
5260d 14h |
loomsday |
/highres/textures/ |
#796, 819, 857, 858 draftly polymerized
#545 parallax params added to definition |
|
68 |
5261d 11h |
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 |
5268d 8h |
h266 |
/highres/textures/ |
#251-252 alt-pals now Polymer-ready |
|
66 |
5278d 5h |
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 |
5278d 7h |
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 |
|
64 |
5281d 12h |
loomsday |
/highres/sprites/ |
normal map for shrinker crystall ammo temporary disabled in defs for Plagman to tinker with possible definition bug. |
|
63 |
5282d 13h |
loomsday |
/highres/ |
wall tiles #251-253 are now polymer ready except for their paletted versions [dunno if we should wait for proper palmap support]
tile #328 is now hi-res and polymer ready [something from the ep2 to-do list NightFright remined me to look into] |
|
62 |
5290d 10h |
loomsday |
/highres/ |
Tiles #233-237 are now polymerish |
|
61 |
5292d 14h |
loomsday |
/highres/sprites/ |
I was playing e2l7 and notice that those poor domelights are completely barely visible in the dark, duplicating the duffuse texture into glow slot did the trick |
|