Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Directory listing | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
305 4471d 3h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4471d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4471d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4471d 14h leod /highres/textures/ fix case of 1151 #2  
301 4471d 14h leod /highres/textures/ fix case of 1151 #1  
300 4471d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4472d 0h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4472d 17h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4483d 13h spiker /highres/sprites/  
296 4484d 9h spiker /highres/sprites/  
295 4490d 16h spiker /highres/ 281  
294 4491d 8h spiker /highres/ Added 4266  
293 4491d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4493d 15h 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 4503d 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4504d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4504d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4508d 20h 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 4538d 8h spiker /highres/  
286 4543d 20h spiker /highres/ 4154  

Show All