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Rev Age Author Path Log message Diff
317 4498d 12h leod /highres/textures/ Polymost grass #2  
316 4498d 12h leod /highres/ Polymost grass #1  
308 4504d 7h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4504d 18h leod /highres/ JPG->PNG conversions reverted  
305 4505d 6h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4505d 7h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4505d 8h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4505d 17h leod /highres/textures/ fix case of 1151 #2  
301 4505d 17h leod /highres/textures/ fix case of 1151 #1  
300 4505d 17h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4506d 20h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4524d 19h spiker /highres/ 281  
294 4525d 11h spiker /highres/ Added 4266  
292 4527d 18h 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 4542d 22h 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 11h spiker /highres/  
286 4577d 22h spiker /highres/ 4154  
285 4604d 10h nightfright / Reverted to previous versions: 341-343  
283 4660d 22h spiker /highres/  
281 4663d 22h nightfright / Modified: #341, 343  
280 4670d 23h nightfright / Modified: #342, 343, 821, 916, 917  
278 4719d 10h loomsday /highres/ #369 polymerized + #797 recreated  
276 4727d 14h spiker /highres/  
274 4736d 11h loomsday /highres/ polyTile #367  
273 4736d 13h spiker /highres/ 885 polymerized  
272 4736d 17h spiker /highres/textures/  
271 4736d 17h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 13h spiker /highres/ Content by Lightsource  
269 4739d 14h loomsday /highres/ polymerTile #318  
268 4740d 13h loomsday /highres/ polymer-ed tile #317  
266 4751d 12h loomsday /highres/ #371 polymerized, #152 glow added  
265 4755d 2h spiker /highres/ Fixes some broken normal maps  
264 4773d 21h 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 18h nightfright / Updated: #821, 1189, 2493  
261 4800d 12h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4803d 23h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4809d 12h parkar / Added installer source.  
237 4844d 18h devastator /highres/ 349 and 454 diffuse update  
234 4850d 17h devastator /highres/ 333-334 Tentacles embracing  
233 4850d 21h devastator /highres/ Remade 344 for future tentacle embracing.