Català-Valencià – Catalan
中文 – Chinese (Simplified)
中文 – Chinese (Traditional)
Česky – Czech
Dansk – Danish
Nederlands – Dutch
English – English
Suomi – Finnish
Français – French
Deutsch – German
עברית – Hebrew
हिंदी – Hindi
Magyar – Hungarian
Bahasa Indonesia – Indonesian
Italiano – Italian
日本語 – Japanese
한국어 – Korean
Македонски – Macedonian
मराठी – Marathi
Norsk – Norwegian
Polski – Polish
Português – Portuguese
Português – Portuguese (Brazil)
Русский – Russian
Slovenčina – Slovak
Slovenščina – Slovenian
Español – Spanish
Svenska – Swedish
Türkçe – Turkish
Українська – Ukrainian
Oëzbekcha – Uzbek
Subversion Repositories
duke3d_hrp
(root)
/
/
highres/
@ 301
– Rev 0
Rev
Show changed files
|
Details
|
Compare with Previous
|
Blame
|
RSS feed
Filtering Options
From rev
To rev
Max revs
Search history for
Show All
Rev
Age
Author
Path
Log message
Diff
301
4573d 19h
leod
/highres/textures/
fix case of 1151 #1
300
4573d 19h
leod
/highres/
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
299
4574d 5h
h266
/highres/sprites/
Fix pal 12/18 of the Alien Queen in monsters.def.
298
4574d 22h
devastator
/highres/
added 1139 1151 Dif Nrm Spec
297
4585d 18h
spiker
/highres/sprites/
296
4586d 14h
spiker
/highres/sprites/
295
4592d 20h
spiker
/highres/
281
294
4593d 12h
spiker
/highres/
Added 4266
293
4594d 0h
nightfright
/
Modified: FOV fix for #2613 (HUD shotgun) by Spiker
292
4595d 19h
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
4605d 13h
nightfright
/
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)
290
4606d 11h
nightfright
/
Modified: frozen textures for #603 (Supertanker model)
289
4606d 12h
nightfright
/
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)
288
4611d 0h
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
4640d 13h
spiker
/highres/
286
4646d 0h
spiker
/highres/
4154
285
4672d 11h
nightfright
/
Reverted to previous versions: 341-343
284
4728d 11h
loomsday
/highres/sprites/props/
doublesided now
283
4729d 0h
spiker
/highres/
282
4729d 5h
plagman
/highres/projections/
Y-invert projections as the engine changed to render them upside down.
←Prev
1
2
Next→
Show All