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Rev Age Author Path Log message Diff
298 4503d 22h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4514d 18h spiker /highres/sprites/  
296 4515d 13h spiker /highres/sprites/  
295 4521d 20h spiker /highres/ 281  
294 4522d 12h spiker /highres/ Added 4266  
293 4523d 0h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4524d 19h 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 4534d 13h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4535d 11h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4535d 12h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4540d 0h 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 4569d 12h spiker /highres/  
286 4575d 0h spiker /highres/ 4154  
285 4601d 11h nightfright / Reverted to previous versions: 341-343  
284 4657d 11h loomsday /highres/sprites/props/ doublesided now  
283 4658d 0h spiker /highres/  
282 4658d 5h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4661d 0h nightfright / Modified: #341, 343  
280 4668d 0h nightfright / Modified: #342, 343, 821, 916, 917  
279 4673d 12h nightfright / Updated: E1M1.mhk  
278 4716d 11h loomsday /highres/ #369 polymerized + #797 recreated  
277 4724d 14h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4724d 15h spiker /highres/  
275 4732d 14h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4733d 13h loomsday /highres/ polyTile #367  
273 4733d 14h spiker /highres/ 885 polymerized  
272 4733d 18h spiker /highres/textures/  
271 4733d 18h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4734d 14h spiker /highres/ Content by Lightsource  
269 4736d 16h loomsday /highres/ polymerTile #318  
268 4737d 14h loomsday /highres/ polymer-ed tile #317  
267 4745d 6h h266 /highres/screen/fonts/digital/  
266 4748d 13h loomsday /highres/ #371 polymerized, #152 glow added  
265 4752d 3h spiker /highres/ Fixes some broken normal maps  
264 4770d 23h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4776d 19h nightfright / Updated: #821, 1189, 2493  
262 4790d 12h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)  
261 4797d 13h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
260 4800d 14h nightfright / Updated: E1L2.mhk (new Polymer spotlights by Micky C)  
259 4801d 1h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)