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288 4545d 8h 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 4574d 21h spiker /highres/  
286 4580d 8h spiker /highres/ 4154  
285 4606d 20h nightfright / Reverted to previous versions: 341-343  
283 4663d 8h spiker /highres/  
281 4666d 8h nightfright / Modified: #341, 343  
280 4673d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4721d 20h loomsday /highres/ #369 polymerized + #797 recreated  
276 4730d 0h spiker /highres/  
274 4738d 21h loomsday /highres/ polyTile #367  
273 4738d 23h spiker /highres/ 885 polymerized  
272 4739d 3h spiker /highres/textures/  
271 4739d 3h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4739d 23h spiker /highres/ Content by Lightsource  
269 4742d 0h loomsday /highres/ polymerTile #318  
268 4742d 23h loomsday /highres/ polymer-ed tile #317  
266 4753d 21h loomsday /highres/ #371 polymerized, #152 glow added  
265 4757d 11h spiker /highres/ Fixes some broken normal maps  
264 4776d 7h 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 4782d 3h nightfright / Updated: #821, 1189, 2493  
261 4802d 22h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4806d 9h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4811d 22h parkar / Added installer source.  
237 4847d 4h devastator /highres/ 349 and 454 diffuse update  
234 4853d 3h devastator /highres/ 333-334 Tentacles embracing  
233 4853d 7h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4856d 21h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4856d 21h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4856d 21h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4856d 22h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4859d 6h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4863d 23h devastator /highres/textures/ updates for normal maps  
212 4866d 21h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4867d 0h devastator /highres/textures/ heightmap update to fit others from set.  
210 4868d 12h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4868d 12h devastator /highres/textures/ renaming 1140  
208 4868d 12h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4868d 20h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4873d 22h devastator /highres/ Texture 0246 polymer  
202 4874d 4h 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.