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309 4501d 9h 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 4501d 10h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4501d 15h leod /highres/ fix 724_d  
306 4501d 22h leod /highres/ JPG->PNG conversions reverted  
305 4502d 10h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4502d 11h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4502d 11h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4502d 21h leod /highres/textures/ fix case of 1151 #2  
301 4502d 21h leod /highres/textures/ fix case of 1151 #1  
300 4502d 21h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4503d 7h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4504d 0h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4514d 19h spiker /highres/sprites/  
296 4515d 15h spiker /highres/sprites/  
295 4521d 22h spiker /highres/ 281  
294 4522d 14h spiker /highres/ Added 4266  
293 4523d 2h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4524d 21h 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 15h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4535d 13h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4535d 14h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4540d 2h 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 14h spiker /highres/  
286 4575d 2h spiker /highres/ 4154  
285 4601d 13h nightfright / Reverted to previous versions: 341-343  
284 4657d 13h loomsday /highres/sprites/props/ doublesided now  
283 4658d 2h spiker /highres/  
282 4658d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4661d 2h nightfright / Modified: #341, 343  
280 4668d 2h nightfright / Modified: #342, 343, 821, 916, 917  
279 4673d 14h nightfright / Updated: E1M1.mhk  
278 4716d 13h loomsday /highres/ #369 polymerized + #797 recreated  
277 4724d 16h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4724d 17h spiker /highres/  
275 4732d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4733d 15h loomsday /highres/ polyTile #367  
273 4733d 16h spiker /highres/ 885 polymerized  
272 4733d 20h spiker /highres/textures/  
271 4733d 20h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4734d 16h spiker /highres/ Content by Lightsource