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Rev Age Author Path Log message Diff
317 4492d 6h leod /highres/textures/ Polymost grass #2  
316 4492d 6h leod /highres/ Polymost grass #1  
308 4498d 1h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4498d 12h leod /highres/ JPG->PNG conversions reverted  
305 4499d 0h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4499d 1h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4499d 2h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4499d 11h leod /highres/textures/ fix case of 1151 #2  
301 4499d 11h leod /highres/textures/ fix case of 1151 #1  
300 4499d 11h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4500d 14h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4518d 12h spiker /highres/ 281  
294 4519d 5h spiker /highres/ Added 4266  
292 4521d 11h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
288 4536d 16h 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 4566d 5h spiker /highres/  
286 4571d 16h spiker /highres/ 4154  
285 4598d 3h nightfright / Reverted to previous versions: 341-343  
283 4654d 16h spiker /highres/  
281 4657d 16h nightfright / Modified: #341, 343  
280 4664d 17h nightfright / Modified: #342, 343, 821, 916, 917  
278 4713d 4h loomsday /highres/ #369 polymerized + #797 recreated  
276 4721d 8h spiker /highres/  
274 4730d 5h loomsday /highres/ polyTile #367  
273 4730d 6h spiker /highres/ 885 polymerized  
272 4730d 11h spiker /highres/textures/  
271 4730d 11h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4731d 7h spiker /highres/ Content by Lightsource  
269 4733d 8h loomsday /highres/ polymerTile #318  
268 4734d 7h loomsday /highres/ polymer-ed tile #317  
266 4745d 5h loomsday /highres/ #371 polymerized, #152 glow added  
265 4748d 19h spiker /highres/ Fixes some broken normal maps  
264 4767d 15h 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 4773d 11h nightfright / Updated: #821, 1189, 2493  
261 4794d 6h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4797d 17h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4803d 6h parkar / Added installer source.  
237 4838d 12h devastator /highres/ 349 and 454 diffuse update  
234 4844d 11h devastator /highres/ 333-334 Tentacles embracing  
233 4844d 15h devastator /highres/ Remade 344 for future tentacle embracing.