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288 4540d 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 4570d 10h spiker /highres/  
286 4575d 21h spiker /highres/ 4154  
285 4602d 9h nightfright / Reverted to previous versions: 341-343  
283 4658d 21h spiker /highres/  
281 4661d 21h nightfright / Modified: #341, 343  
280 4668d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4717d 9h loomsday /highres/ #369 polymerized + #797 recreated  
276 4725d 13h spiker /highres/  
274 4734d 10h loomsday /highres/ polyTile #367  
273 4734d 12h spiker /highres/ 885 polymerized  
272 4734d 16h spiker /highres/textures/  
271 4734d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4735d 12h spiker /highres/ Content by Lightsource  
269 4737d 13h loomsday /highres/ polymerTile #318  
268 4738d 12h loomsday /highres/ polymer-ed tile #317  
266 4749d 10h loomsday /highres/ #371 polymerized, #152 glow added  
265 4753d 0h spiker /highres/ Fixes some broken normal maps  
264 4771d 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 4777d 16h nightfright / Updated: #821, 1189, 2493  
261 4798d 11h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4801d 22h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4807d 11h parkar / Added installer source.  
237 4842d 17h devastator /highres/ 349 and 454 diffuse update  
234 4848d 16h devastator /highres/ 333-334 Tentacles embracing  
233 4848d 20h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4852d 10h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4852d 10h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4852d 10h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4852d 11h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4854d 19h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4859d 12h devastator /highres/textures/ updates for normal maps  
212 4862d 10h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4862d 13h devastator /highres/textures/ heightmap update to fit others from set.  
210 4864d 1h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4864d 1h devastator /highres/textures/ renaming 1140  
208 4864d 1h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4864d 9h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4869d 11h devastator /highres/ Texture 0246 polymer  
202 4869d 17h 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.