Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
318 4513d 6h leod /highres/sprites/firstperson/ PNG-optimized version from the HRP update Pack v5.1.302 put into the repository :-)  
317 4513d 10h leod /highres/textures/ Polymost grass #2  
316 4513d 10h leod /highres/ Polymost grass #1  
315 4514d 4h leod / Polymost HRP is back. Start EDuke32 with -hduke3d_hrp_polymost.def

This may not work in conjunction with mods like DukePlus because, for example, dukeplus.def includes duke3d.def.
Therefore using the Polymost Override Pack which is sold separately is still the preferred method.
 
314 4514d 8h spiker /highres/sprites/firstperson/ small tweak  
313 4514d 9h spiker /highres/sprites/ More pisol adjustmenst + normal fix for scuba  
312 4515d 3h h266 /highres/ Define the projections in projections.def as 'tilefromtexture' before defining them as 'texture' to avoid warnings in the log file, and to allow them to be used in Polymer even with hightile disabled.
This information has been added to the def file itself as well.
 
311 4516d 12h leod /highres/ Fix brace  
310 4516d 13h leod /highres/ Restore 0603_skin_g.png / Activate forgotten textures / Pal 12/18 fixes / DEF file tweaks and fixes

Re-add 0603_skin_g.png which is needed by babes other than the new 603 one
Add forgotten 0124_n.png, 0125_n.png to textures.def
Add forgotten 4400_bear_24.png to props.def
Fix pal 12/18 of 4510_pirate1a by renaming
Change pal 12/18 fix of the Alien Queen by renaming / SCNR
Fix line feeds of characters.def and ice.def
Add line feeds at the end of DEFs
 
309 4519d 3h 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 4519d 5h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
307 4519d 9h leod /highres/ fix 724_d  
306 4519d 16h leod /highres/ JPG->PNG conversions reverted  
305 4520d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4520d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4520d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4520d 15h leod /highres/textures/ fix case of 1151 #2  
301 4520d 15h leod /highres/textures/ fix case of 1151 #1  
300 4520d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4521d 1h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4521d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4532d 14h spiker /highres/sprites/  
296 4533d 9h spiker /highres/sprites/  
295 4539d 16h spiker /highres/ 281  
294 4540d 8h spiker /highres/ Added 4266  
293 4540d 20h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4542d 15h 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 4552d 9h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4553d 7h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4553d 8h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4557d 20h 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 4587d 8h spiker /highres/  
286 4592d 20h spiker /highres/ 4154  
285 4619d 7h nightfright / Reverted to previous versions: 341-343  
284 4675d 7h loomsday /highres/sprites/props/ doublesided now  
283 4675d 20h spiker /highres/  
282 4676d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4678d 20h nightfright / Modified: #341, 343  
280 4685d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4734d 7h loomsday /highres/ #369 polymerized + #797 recreated