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Rev Age Author Path Log message Diff
317 4492d 4h leod /highres/textures/ Polymost grass #2  
316 4492d 4h leod /highres/ Polymost grass #1  
308 4497d 23h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4498d 10h leod /highres/ JPG->PNG conversions reverted  
305 4498d 22h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4498d 23h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4498d 23h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4499d 9h leod /highres/textures/ fix case of 1151 #2  
301 4499d 9h leod /highres/textures/ fix case of 1151 #1  
300 4499d 9h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4500d 12h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4518d 10h spiker /highres/ 281  
294 4519d 2h spiker /highres/ Added 4266  
292 4521d 9h 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 14h 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 3h spiker /highres/  
286 4571d 14h spiker /highres/ 4154  
285 4598d 1h nightfright / Reverted to previous versions: 341-343  
283 4654d 14h spiker /highres/  
281 4657d 14h nightfright / Modified: #341, 343  
280 4664d 14h nightfright / Modified: #342, 343, 821, 916, 917  
278 4713d 1h loomsday /highres/ #369 polymerized + #797 recreated  
276 4721d 5h spiker /highres/  
274 4730d 3h loomsday /highres/ polyTile #367  
273 4730d 4h spiker /highres/ 885 polymerized  
272 4730d 8h spiker /highres/textures/  
271 4730d 8h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4731d 4h spiker /highres/ Content by Lightsource  
269 4733d 6h loomsday /highres/ polymerTile #318  
268 4734d 4h loomsday /highres/ polymer-ed tile #317  
266 4745d 3h loomsday /highres/ #371 polymerized, #152 glow added  
265 4748d 17h spiker /highres/ Fixes some broken normal maps  
264 4767d 13h 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 9h nightfright / Updated: #821, 1189, 2493  
261 4794d 3h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4797d 15h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4803d 4h parkar / Added installer source.  
237 4838d 9h devastator /highres/ 349 and 454 diffuse update  
234 4844d 8h devastator /highres/ 333-334 Tentacles embracing  
233 4844d 13h devastator /highres/ Remade 344 for future tentacle embracing.