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288 4589d 19h 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 4619d 7h spiker /highres/  
286 4624d 19h spiker /highres/ 4154  
285 4651d 6h nightfright / Reverted to previous versions: 341-343  
283 4707d 19h spiker /highres/  
281 4710d 19h nightfright / Modified: #341, 343  
280 4717d 19h nightfright / Modified: #342, 343, 821, 916, 917  
278 4766d 6h loomsday /highres/ #369 polymerized + #797 recreated  
276 4774d 10h spiker /highres/  
274 4783d 8h loomsday /highres/ polyTile #367  
273 4783d 9h spiker /highres/ 885 polymerized  
272 4783d 13h spiker /highres/textures/  
271 4783d 13h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4784d 9h spiker /highres/ Content by Lightsource  
269 4786d 11h loomsday /highres/ polymerTile #318  
268 4787d 9h loomsday /highres/ polymer-ed tile #317  
266 4798d 8h loomsday /highres/ #371 polymerized, #152 glow added  
265 4801d 22h spiker /highres/ Fixes some broken normal maps  
264 4820d 18h 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 4826d 14h nightfright / Updated: #821, 1189, 2493  
261 4847d 8h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4850d 19h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4856d 9h parkar / Added installer source.  
237 4891d 14h devastator /highres/ 349 and 454 diffuse update  
234 4897d 13h devastator /highres/ 333-334 Tentacles embracing  
233 4897d 17h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4901d 7h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4901d 7h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4901d 8h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4901d 9h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4903d 16h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4908d 9h devastator /highres/textures/ updates for normal maps  
212 4911d 8h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4911d 10h devastator /highres/textures/ heightmap update to fit others from set.  
210 4912d 22h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4912d 23h devastator /highres/textures/ renaming 1140  
208 4912d 23h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4913d 7h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4918d 9h devastator /highres/ Texture 0246 polymer  
202 4918d 15h devastator /highres/ 1140 second iteration.(downsized to 256x now, fixed normal map as well as tiling seam)
TODO: completely get rid of horisontal visual seam.