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Rev Age Author Path Log message Diff
305 4592d 18h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4592d 19h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4592d 20h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4593d 5h leod /highres/textures/ fix case of 1151 #2  
301 4593d 5h leod /highres/textures/ fix case of 1151 #1  
300 4593d 5h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4593d 15h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4594d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4605d 4h spiker /highres/sprites/  
296 4606d 0h spiker /highres/sprites/  
295 4612d 6h spiker /highres/ 281  
294 4612d 23h spiker /highres/ Added 4266  
293 4613d 10h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4615d 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 4624d 23h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4625d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4625d 22h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4630d 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 4659d 23h spiker /highres/  
286 4665d 10h spiker /highres/ 4154  
285 4691d 22h nightfright / Reverted to previous versions: 341-343  
284 4747d 21h loomsday /highres/sprites/props/ doublesided now  
283 4748d 10h spiker /highres/  
282 4748d 16h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4751d 10h nightfright / Modified: #341, 343  
280 4758d 11h nightfright / Modified: #342, 343, 821, 916, 917  
279 4763d 23h nightfright / Updated: E1M1.mhk  
278 4806d 22h loomsday /highres/ #369 polymerized + #797 recreated  
277 4815d 1h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4815d 2h spiker /highres/  
275 4823d 0h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4823d 23h loomsday /highres/ polyTile #367  
273 4824d 1h spiker /highres/ 885 polymerized  
272 4824d 5h spiker /highres/textures/  
271 4824d 5h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4825d 1h spiker /highres/ Content by Lightsource  
269 4827d 2h loomsday /highres/ polymerTile #318  
268 4828d 1h loomsday /highres/ polymer-ed tile #317  
267 4835d 16h h266 /highres/screen/fonts/digital/  
266 4838d 23h loomsday /highres/ #371 polymerized, #152 glow added