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Rev Age Author Path Log message Diff
316 4504d 11h leod /highres/ Polymost grass #1  
308 4510d 5h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4510d 16h leod /highres/ JPG->PNG conversions reverted  
305 4511d 5h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4511d 6h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4511d 6h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4511d 15h leod /highres/textures/ fix case of 1151 #2  
301 4511d 15h leod /highres/textures/ fix case of 1151 #1  
300 4511d 16h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4512d 19h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4530d 17h spiker /highres/ 281  
294 4531d 9h spiker /highres/ Added 4266  
292 4533d 16h 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 4548d 21h 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 4578d 9h spiker /highres/  
286 4583d 21h spiker /highres/ 4154  
285 4610d 8h nightfright / Reverted to previous versions: 341-343  
283 4666d 21h spiker /highres/  
281 4669d 21h nightfright / Modified: #341, 343  
280 4676d 21h nightfright / Modified: #342, 343, 821, 916, 917  
278 4725d 8h loomsday /highres/ #369 polymerized + #797 recreated  
276 4733d 12h spiker /highres/  
274 4742d 10h loomsday /highres/ polyTile #367  
273 4742d 11h spiker /highres/ 885 polymerized  
272 4742d 15h spiker /highres/textures/  
271 4742d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4743d 11h spiker /highres/ Content by Lightsource  
269 4745d 13h loomsday /highres/ polymerTile #318  
268 4746d 11h loomsday /highres/ polymer-ed tile #317  
266 4757d 10h loomsday /highres/ #371 polymerized, #152 glow added  
265 4761d 0h spiker /highres/ Fixes some broken normal maps  
264 4779d 20h 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 4785d 16h nightfright / Updated: #821, 1189, 2493  
261 4806d 10h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4809d 21h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4815d 11h parkar / Added installer source.  
237 4850d 16h devastator /highres/ 349 and 454 diffuse update  
234 4856d 15h devastator /highres/ 333-334 Tentacles embracing  
233 4856d 19h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4860d 9h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s