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Rev Age Author Path Log message Diff
74 5165d 11h loomsday /highres/ oopsie, some typoes in the defs  
73 5167d 2h loomsday /highres/ Tile #450 is now polymer-ready  
72 5169d 3h 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 5171d 5h loomsday /highres/ Tiles: 750, 1140, 1170, 1185, 1205, 3407,4275, 5116, 5117 were draftly polymerized  
70 5173d 21h h266 /highres/sprites/props/ new #920 render  
69 5175d 4h loomsday /highres/textures/ #796, 819, 857, 858 draftly polymerized
#545 parallax params added to definition
 
68 5176d 1h 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 5182d 22h h266 /highres/textures/ #251-252 alt-pals now Polymer-ready  
66 5192d 19h 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 5192d 21h 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 5196d 2h loomsday /highres/sprites/ normal map for shrinker crystall ammo temporary disabled in defs for Plagman to tinker with possible definition bug.  
63 5197d 3h 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 5205d 0h loomsday /highres/ Tiles #233-237 are now polymerish  
61 5207d 4h 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  
60 5211d 4h loomsday /highres/ Tile #354 is now polymer ready  
59 5214d 23h loomsday /highres/ Tiles #212, 213, 214, 215 revised to polymer ready  
58 5227d 4h loomsday /highres/ #913 - created normalmap, used md3complier to rebuild geometry normals, still buggy, specularmap doesn't work on the model(s?), the model will probably be recreated one day;
#815 - revised to be less blurry and with specmap
 
57 5235d 10h parkar /highres/ Adding updated freezer textures from Aron Osborn.  
56 5241d 20h loomsday /highres/ Tile #258 revised to polymer ready  
55 5244d 3h loomsday /highres/ Tiles #158, 159 revised to polymer ready  

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