Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
307 4500d 2h leod /highres/ fix 724_d  
306 4500d 8h leod /highres/ JPG->PNG conversions reverted  
305 4500d 20h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4500d 21h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4500d 22h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4501d 7h leod /highres/textures/ fix case of 1151 #2  
301 4501d 7h leod /highres/textures/ fix case of 1151 #1  
300 4501d 8h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4501d 17h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4502d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4513d 6h spiker /highres/sprites/  
296 4514d 2h spiker /highres/sprites/  
295 4520d 9h spiker /highres/ 281  
294 4521d 1h spiker /highres/ Added 4266  
293 4521d 13h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4523d 8h 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 4533d 2h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4533d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4534d 1h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4538d 13h 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.
 

Show All