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Rev Age Author Path Log message Diff
302 4505d 7h leod /highres/textures/ fix case of 1151 #2  
301 4505d 7h leod /highres/textures/ fix case of 1151 #1  
300 4505d 7h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
299 4505d 17h h266 /highres/sprites/ Fix pal 12/18 of the Alien Queen in monsters.def.  
298 4506d 10h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4517d 6h spiker /highres/sprites/  
296 4518d 1h spiker /highres/sprites/  
295 4524d 8h spiker /highres/ 281  
294 4525d 0h spiker /highres/ Added 4266  
293 4525d 12h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4527d 7h 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 4537d 1h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4537d 23h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4538d 0h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4542d 12h 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 4572d 1h spiker /highres/  
286 4577d 12h spiker /highres/ 4154  
285 4603d 23h nightfright / Reverted to previous versions: 341-343  
284 4659d 23h loomsday /highres/sprites/props/ doublesided now  
283 4660d 12h spiker /highres/  
282 4660d 17h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4663d 12h nightfright / Modified: #341, 343  
280 4670d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4718d 23h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 2h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 3h spiker /highres/  
275 4735d 2h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4736d 1h loomsday /highres/ polyTile #367  
273 4736d 2h spiker /highres/ 885 polymerized  
272 4736d 6h spiker /highres/textures/  
271 4736d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 2h spiker /highres/ Content by Lightsource  
269 4739d 4h loomsday /highres/ polymerTile #318  
268 4740d 2h loomsday /highres/ polymer-ed tile #317  
267 4747d 18h h266 /highres/screen/fonts/digital/  
266 4751d 1h loomsday /highres/ #371 polymerized, #152 glow added  
265 4754d 15h spiker /highres/ Fixes some broken normal maps  
264 4773d 11h 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 4779d 7h nightfright / Updated: #821, 1189, 2493  
262 4793d 0h nightfright /highres/sprites/ Fixed: decals.def (wrong defs for #546/2298 normal maps)