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Rev Age Author Path Log message Diff
288 4624d 15h 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 4654d 4h spiker /highres/  
286 4659d 15h spiker /highres/ 4154  
285 4686d 3h nightfright / Reverted to previous versions: 341-343  
284 4742d 2h loomsday /highres/sprites/props/ doublesided now  
283 4742d 15h spiker /highres/  
282 4742d 21h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4745d 15h nightfright / Modified: #341, 343  
280 4752d 16h nightfright / Modified: #342, 343, 821, 916, 917  
278 4801d 3h loomsday /highres/ #369 polymerized + #797 recreated  
277 4809d 6h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4809d 7h spiker /highres/  
275 4817d 5h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4818d 4h loomsday /highres/ polyTile #367  
273 4818d 6h spiker /highres/ 885 polymerized  
272 4818d 10h spiker /highres/textures/  
271 4818d 10h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4819d 6h spiker /highres/ Content by Lightsource  
269 4821d 7h loomsday /highres/ polymerTile #318  
268 4822d 6h loomsday /highres/ polymer-ed tile #317  

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