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Rev Age Author Path Log message Diff
307 4503d 23h leod /highres/ fix 724_d  
306 4504d 5h leod /highres/ JPG->PNG conversions reverted  
305 4504d 17h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4504d 19h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4504d 19h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4505d 4h leod /highres/textures/ fix case of 1151 #2  
301 4505d 4h leod /highres/textures/ fix case of 1151 #1  
300 4505d 5h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4505d 14h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4506d 7h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4517d 3h spiker /highres/sprites/  
296 4517d 23h spiker /highres/sprites/  
295 4524d 6h spiker /highres/ 281  
294 4524d 22h spiker /highres/ Added 4266  
293 4525d 10h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4527d 5h 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 4536d 23h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4537d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4537d 22h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4542d 10h 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 4571d 22h spiker /highres/  
286 4577d 10h spiker /highres/ 4154  
285 4603d 21h nightfright / Reverted to previous versions: 341-343  
284 4659d 21h loomsday /highres/sprites/props/ doublesided now  
283 4660d 10h spiker /highres/  
282 4660d 15h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4663d 10h nightfright / Modified: #341, 343  
280 4670d 10h nightfright / Modified: #342, 343, 821, 916, 917  
279 4675d 22h nightfright / Updated: E1M1.mhk  
278 4718d 21h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 0h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 1h spiker /highres/  
275 4734d 23h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4735d 23h loomsday /highres/ polyTile #367  
273 4736d 0h spiker /highres/ 885 polymerized  
272 4736d 4h spiker /highres/textures/  
271 4736d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 0h spiker /highres/ Content by Lightsource  
269 4739d 2h loomsday /highres/ polymerTile #318  
268 4740d 0h loomsday /highres/ polymer-ed tile #317