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Rev Age Author Path Log message Diff
317 4582d 11h leod /highres/textures/ Polymost grass #2  
316 4582d 11h leod /highres/ Polymost grass #1  
308 4588d 6h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4588d 17h leod /highres/ JPG->PNG conversions reverted  
305 4589d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4589d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4589d 7h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4589d 16h leod /highres/textures/ fix case of 1151 #2  
301 4589d 16h leod /highres/textures/ fix case of 1151 #1  
300 4589d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4590d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4608d 18h spiker /highres/ 281  
294 4609d 10h spiker /highres/ Added 4266  
292 4611d 17h 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 4626d 22h 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 4656d 10h spiker /highres/  
286 4661d 22h spiker /highres/ 4154  
285 4688d 9h nightfright / Reverted to previous versions: 341-343  
283 4744d 22h spiker /highres/  
281 4747d 22h nightfright / Modified: #341, 343  
280 4754d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4803d 9h loomsday /highres/ #369 polymerized + #797 recreated  
276 4811d 13h spiker /highres/  
274 4820d 11h loomsday /highres/ polyTile #367  
273 4820d 12h spiker /highres/ 885 polymerized  
272 4820d 16h spiker /highres/textures/  
271 4820d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4821d 12h spiker /highres/ Content by Lightsource  
269 4823d 14h loomsday /highres/ polymerTile #318  
268 4824d 12h loomsday /highres/ polymer-ed tile #317  
266 4835d 11h loomsday /highres/ #371 polymerized, #152 glow added  
265 4839d 1h spiker /highres/ Fixes some broken normal maps  
264 4857d 21h 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 4863d 17h nightfright / Updated: #821, 1189, 2493  
261 4884d 11h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4887d 22h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4893d 12h parkar / Added installer source.  
237 4928d 17h devastator /highres/ 349 and 454 diffuse update  
234 4934d 16h devastator /highres/ 333-334 Tentacles embracing  
233 4934d 20h devastator /highres/ Remade 344 for future tentacle embracing.