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309 4499d 5h leod /highres/sprites/ effects, signs, and switches folders are Polymost-complete
(Polymer diffuse/glow maps renamed to *_d[_g].png)

All remaining Polymost textures outside the repository will require bringing back their old MD3 models.
Note that Polymost and Polymer 0136_sdoorswitch share the same MD3.
 
308 4499d 6h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4499d 11h leod /highres/ fix 724_d  
306 4499d 17h leod /highres/ JPG->PNG conversions reverted  
305 4500d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4500d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4500d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4500d 16h leod /highres/textures/ fix case of 1151 #2  
301 4500d 16h leod /highres/textures/ fix case of 1151 #1  
300 4500d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4501d 2h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4501d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4512d 15h spiker /highres/sprites/  
296 4513d 11h spiker /highres/sprites/  
295 4519d 18h spiker /highres/ 281  
294 4520d 10h spiker /highres/ Added 4266  
293 4520d 22h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4522d 17h 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 4532d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4533d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4533d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4537d 22h 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 4567d 10h spiker /highres/  
286 4572d 22h spiker /highres/ 4154  
285 4599d 9h nightfright / Reverted to previous versions: 341-343  
284 4655d 9h loomsday /highres/sprites/props/ doublesided now  
283 4655d 22h spiker /highres/  
282 4656d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4658d 22h nightfright / Modified: #341, 343  
280 4665d 22h nightfright / Modified: #342, 343, 821, 916, 917  
279 4671d 10h nightfright / Updated: E1M1.mhk  
278 4714d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4722d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4722d 13h spiker /highres/  
275 4730d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4731d 11h loomsday /highres/ polyTile #367  
273 4731d 12h spiker /highres/ 885 polymerized  
272 4731d 16h spiker /highres/textures/  
271 4731d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4732d 12h spiker /highres/ Content by Lightsource