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Rev Age Author Path Log message Diff
288 4567d 10h 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 4596d 22h spiker /highres/  
286 4602d 10h spiker /highres/ 4154  
285 4628d 21h nightfright / Reverted to previous versions: 341-343  
284 4684d 21h loomsday /highres/sprites/props/ doublesided now  
283 4685d 10h spiker /highres/  
282 4685d 15h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4688d 10h nightfright / Modified: #341, 343  
280 4695d 10h nightfright / Modified: #342, 343, 821, 916, 917  
279 4700d 22h nightfright / Updated: E1M1.mhk  
278 4743d 21h loomsday /highres/ #369 polymerized + #797 recreated  
277 4752d 0h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4752d 1h spiker /highres/  
275 4759d 23h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4760d 23h loomsday /highres/ polyTile #367  
273 4761d 0h spiker /highres/ 885 polymerized  
272 4761d 4h spiker /highres/textures/  
271 4761d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4762d 0h spiker /highres/ Content by Lightsource  
269 4764d 2h loomsday /highres/ polymerTile #318  

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