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Rev Age Author Path Log message Diff
307 4463d 15h leod /highres/ fix 724_d  
306 4463d 21h leod /highres/ JPG->PNG conversions reverted  
305 4464d 10h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4464d 11h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4464d 11h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4464d 20h leod /highres/textures/ fix case of 1151 #2  
301 4464d 20h leod /highres/textures/ fix case of 1151 #1  
300 4464d 21h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4465d 6h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4466d 0h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4476d 19h spiker /highres/sprites/  
296 4477d 15h spiker /highres/sprites/  
295 4483d 22h spiker /highres/ 281  
294 4484d 14h spiker /highres/ Added 4266  
293 4485d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4486d 21h 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 4496d 15h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4497d 13h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4497d 14h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4502d 2h 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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