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Rev Age Author Path Log message Diff
307 4505d 2h leod /highres/ fix 724_d  
306 4505d 8h leod /highres/ JPG->PNG conversions reverted  
305 4505d 20h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4505d 21h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4505d 21h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4506d 7h leod /highres/textures/ fix case of 1151 #2  
301 4506d 7h leod /highres/textures/ fix case of 1151 #1  
300 4506d 7h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4506d 17h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4507d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4518d 6h spiker /highres/sprites/  
296 4519d 1h spiker /highres/sprites/  
295 4525d 8h spiker /highres/ 281  
294 4526d 0h spiker /highres/ Added 4266  
293 4526d 12h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4528d 7h 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 4538d 1h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4538d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4539d 0h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4543d 12h 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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