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Rev Age Author Path Log message Diff
288 4587d 0h 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 4616d 12h spiker /highres/  
286 4621d 23h spiker /highres/ 4154  
285 4648d 11h nightfright / Reverted to previous versions: 341-343  
284 4704d 11h loomsday /highres/sprites/props/ doublesided now  
283 4705d 0h spiker /highres/  
282 4705d 5h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4708d 0h nightfright / Modified: #341, 343  
280 4715d 0h nightfright / Modified: #342, 343, 821, 916, 917  
279 4720d 12h nightfright / Updated: E1M1.mhk  
278 4763d 11h loomsday /highres/ #369 polymerized + #797 recreated  
277 4771d 14h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4771d 15h spiker /highres/  
275 4779d 13h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4780d 13h loomsday /highres/ polyTile #367  
273 4780d 14h spiker /highres/ 885 polymerized  
272 4780d 18h spiker /highres/textures/  
271 4780d 18h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4781d 14h spiker /highres/ Content by Lightsource  
269 4783d 16h loomsday /highres/ polymerTile #318  

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