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Rev Age Author Path Log message Diff
288 4542d 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 4572d 10h spiker /highres/  
286 4577d 21h spiker /highres/ 4154  
285 4604d 8h nightfright / Reverted to previous versions: 341-343  
284 4660d 8h loomsday /highres/sprites/props/ doublesided now  
283 4660d 21h spiker /highres/  
282 4661d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4663d 21h nightfright / Modified: #341, 343  
280 4670d 22h nightfright / Modified: #342, 343, 821, 916, 917  
279 4676d 10h nightfright / Updated: E1M1.mhk  
278 4719d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 12h spiker /highres/  
275 4735d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4736d 10h loomsday /highres/ polyTile #367  
273 4736d 11h spiker /highres/ 885 polymerized  
272 4736d 16h spiker /highres/textures/  
271 4736d 16h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4737d 11h spiker /highres/ Content by Lightsource  
269 4739d 13h loomsday /highres/ polymerTile #318  

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