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Rev Age Author Path Log message Diff
288 4543d 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 4573d 10h spiker /highres/  
286 4578d 21h spiker /highres/ 4154  
285 4605d 9h nightfright / Reverted to previous versions: 341-343  
284 4661d 8h loomsday /highres/sprites/props/ doublesided now  
283 4661d 21h spiker /highres/  
282 4662d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4664d 21h nightfright / Modified: #341, 343  
280 4671d 22h nightfright / Modified: #342, 343, 821, 916, 917  
279 4677d 10h nightfright / Updated: E1M1.mhk  
278 4720d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4728d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4728d 13h spiker /highres/  
275 4736d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4737d 10h loomsday /highres/ polyTile #367  
273 4737d 12h spiker /highres/ 885 polymerized  
272 4737d 16h spiker /highres/textures/  
271 4737d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4738d 12h spiker /highres/ Content by Lightsource  
269 4740d 13h loomsday /highres/ polymerTile #318  

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