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Rev Age Author Path Log message Diff
288 4634d 1h 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 4663d 13h spiker /highres/  
286 4669d 0h spiker /highres/ 4154  
285 4695d 12h nightfright / Reverted to previous versions: 341-343  
284 4751d 12h loomsday /highres/sprites/props/ doublesided now  
283 4752d 1h spiker /highres/  
282 4752d 6h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4755d 0h nightfright / Modified: #341, 343  
280 4762d 1h nightfright / Modified: #342, 343, 821, 916, 917  
279 4767d 13h nightfright / Updated: E1M1.mhk  
278 4810d 12h loomsday /highres/ #369 polymerized + #797 recreated  
277 4818d 15h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4818d 16h spiker /highres/  
275 4826d 14h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4827d 14h loomsday /highres/ polyTile #367  
273 4827d 15h spiker /highres/ 885 polymerized  
272 4827d 19h spiker /highres/textures/  
271 4827d 19h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4828d 15h spiker /highres/ Content by Lightsource  
269 4830d 16h loomsday /highres/ polymerTile #318  

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