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Rev Age Author Path Log message Diff
307 4532d 16h leod /highres/ fix 724_d  
306 4532d 22h leod /highres/ JPG->PNG conversions reverted  
305 4533d 10h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4533d 11h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4533d 12h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4533d 21h leod /highres/textures/ fix case of 1151 #2  
301 4533d 21h leod /highres/textures/ fix case of 1151 #1  
300 4533d 22h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4534d 7h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4535d 0h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4545d 20h spiker /highres/sprites/  
296 4546d 16h spiker /highres/sprites/  
295 4552d 23h spiker /highres/ 281  
294 4553d 15h spiker /highres/ Added 4266  
293 4554d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4555d 22h 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 4565d 16h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4566d 13h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4566d 15h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4571d 3h 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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