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288 4590d 6h 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 18h spiker /highres/  
286 4625d 5h spiker /highres/ 4154  
285 4651d 17h nightfright / Reverted to previous versions: 341-343  
283 4708d 6h spiker /highres/  
281 4711d 5h nightfright / Modified: #341, 343  
280 4718d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4766d 17h loomsday /highres/ #369 polymerized + #797 recreated  
276 4774d 21h spiker /highres/  
274 4783d 18h loomsday /highres/ polyTile #367  
273 4783d 20h spiker /highres/ 885 polymerized  
272 4784d 0h spiker /highres/textures/  
271 4784d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4784d 20h spiker /highres/ Content by Lightsource  
269 4786d 21h loomsday /highres/ polymerTile #318  
268 4787d 20h loomsday /highres/ polymer-ed tile #317  
266 4798d 19h loomsday /highres/ #371 polymerized, #152 glow added  
265 4802d 9h spiker /highres/ Fixes some broken normal maps  
264 4821d 4h 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 4827d 1h nightfright / Updated: #821, 1189, 2493  
261 4847d 19h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4851d 6h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4856d 20h parkar / Added installer source.  
237 4892d 1h devastator /highres/ 349 and 454 diffuse update  
234 4898d 0h devastator /highres/ 333-334 Tentacles embracing  
233 4898d 4h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4901d 18h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4901d 18h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4901d 18h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4901d 19h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4904d 3h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4908d 20h devastator /highres/textures/ updates for normal maps  
212 4911d 19h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4911d 21h devastator /highres/textures/ heightmap update to fit others from set.  
210 4913d 9h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4913d 9h devastator /highres/textures/ renaming 1140  
208 4913d 9h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4913d 18h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4918d 19h devastator /highres/ Texture 0246 polymer  
202 4919d 1h 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.