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Rev Age Author Path Log message Diff
307 4595d 2h leod /highres/ fix 724_d  
306 4595d 8h leod /highres/ JPG->PNG conversions reverted  
305 4595d 20h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4595d 21h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4595d 22h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4596d 7h leod /highres/textures/ fix case of 1151 #2  
301 4596d 7h leod /highres/textures/ fix case of 1151 #1  
300 4596d 8h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4596d 17h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4597d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4608d 6h spiker /highres/sprites/  
296 4609d 2h spiker /highres/sprites/  
295 4615d 9h spiker /highres/ 281  
294 4616d 1h spiker /highres/ Added 4266  
293 4616d 12h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4618d 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 4628d 2h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4628d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4629d 1h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4633d 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.
 
287 4663d 1h spiker /highres/  
286 4668d 12h spiker /highres/ 4154  
285 4695d 0h nightfright / Reverted to previous versions: 341-343  
284 4750d 23h loomsday /highres/sprites/props/ doublesided now  
283 4751d 12h spiker /highres/  
282 4751d 18h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4754d 12h nightfright / Modified: #341, 343  
280 4761d 13h nightfright / Modified: #342, 343, 821, 916, 917  
279 4767d 1h nightfright / Updated: E1M1.mhk  
278 4810d 0h loomsday /highres/ #369 polymerized + #797 recreated  
277 4818d 3h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4818d 4h spiker /highres/  
275 4826d 2h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4827d 1h loomsday /highres/ polyTile #367  
273 4827d 3h spiker /highres/ 885 polymerized  
272 4827d 7h spiker /highres/textures/  
271 4827d 7h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4828d 3h spiker /highres/ Content by Lightsource  
269 4830d 4h loomsday /highres/ polymerTile #318  
268 4831d 3h loomsday /highres/ polymer-ed tile #317