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Rev Age Author Path Log message Diff
328 4486d 23h spiker /highres/ 4288 + shrinker projectile color match  
317 4493d 23h leod /highres/textures/ Polymost grass #2  
316 4493d 23h leod /highres/ Polymost grass #1  
308 4499d 17h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4500d 4h leod /highres/ JPG->PNG conversions reverted  
305 4500d 17h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4500d 18h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4500d 18h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4501d 3h leod /highres/textures/ fix case of 1151 #2  
301 4501d 3h leod /highres/textures/ fix case of 1151 #1  
300 4501d 4h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4502d 7h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4520d 5h spiker /highres/ 281  
294 4520d 21h spiker /highres/ Added 4266  
292 4523d 4h 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 4538d 9h 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 4567d 21h spiker /highres/  
286 4573d 9h spiker /highres/ 4154  
285 4599d 20h nightfright / Reverted to previous versions: 341-343  
283 4656d 9h spiker /highres/  
281 4659d 9h nightfright / Modified: #341, 343  
280 4666d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4714d 20h loomsday /highres/ #369 polymerized + #797 recreated  
276 4723d 0h spiker /highres/  
274 4731d 22h loomsday /highres/ polyTile #367  
273 4731d 23h spiker /highres/ 885 polymerized  
272 4732d 3h spiker /highres/textures/  
271 4732d 3h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4732d 23h spiker /highres/ Content by Lightsource  
269 4735d 1h loomsday /highres/ polymerTile #318  
268 4735d 23h loomsday /highres/ polymer-ed tile #317  
266 4746d 22h loomsday /highres/ #371 polymerized, #152 glow added  
265 4750d 12h spiker /highres/ Fixes some broken normal maps  
264 4769d 8h 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 4775d 4h nightfright / Updated: #821, 1189, 2493  
261 4795d 22h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4799d 10h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4804d 23h parkar / Added installer source.  
237 4840d 4h devastator /highres/ 349 and 454 diffuse update  
234 4846d 3h devastator /highres/ 333-334 Tentacles embracing