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328 4582d 7h spiker /highres/ 4288 + shrinker projectile color match  
317 4589d 6h leod /highres/textures/ Polymost grass #2  
316 4589d 7h leod /highres/ Polymost grass #1  
308 4595d 1h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4595d 12h leod /highres/ JPG->PNG conversions reverted  
305 4596d 1h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4596d 2h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4596d 2h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4596d 11h leod /highres/textures/ fix case of 1151 #2  
301 4596d 11h leod /highres/textures/ fix case of 1151 #1  
300 4596d 12h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4597d 15h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4615d 13h spiker /highres/ 281  
294 4616d 5h spiker /highres/ Added 4266  
292 4618d 12h 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 4633d 17h 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 4663d 5h spiker /highres/  
286 4668d 17h spiker /highres/ 4154  
285 4695d 4h nightfright / Reverted to previous versions: 341-343  
283 4751d 17h spiker /highres/  
281 4754d 17h nightfright / Modified: #341, 343  
280 4761d 17h nightfright / Modified: #342, 343, 821, 916, 917  
278 4810d 4h loomsday /highres/ #369 polymerized + #797 recreated  
276 4818d 8h spiker /highres/  
274 4827d 6h loomsday /highres/ polyTile #367  
273 4827d 7h spiker /highres/ 885 polymerized  
272 4827d 11h spiker /highres/textures/  
271 4827d 11h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4828d 7h spiker /highres/ Content by Lightsource  
269 4830d 9h loomsday /highres/ polymerTile #318  
268 4831d 7h loomsday /highres/ polymer-ed tile #317  
266 4842d 6h loomsday /highres/ #371 polymerized, #152 glow added  
265 4845d 20h spiker /highres/ Fixes some broken normal maps  
264 4864d 16h 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 4870d 12h nightfright / Updated: #821, 1189, 2493  
261 4891d 6h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4894d 17h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4900d 7h parkar / Added installer source.  
237 4935d 12h devastator /highres/ 349 and 454 diffuse update  
234 4941d 11h devastator /highres/ 333-334 Tentacles embracing