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Rev Age Author Path Log message Diff
288 4527d 20h 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 4557d 8h spiker /highres/  
286 4562d 20h spiker /highres/ 4154  
285 4589d 7h nightfright / Reverted to previous versions: 341-343  
284 4645d 7h loomsday /highres/sprites/props/ doublesided now  
283 4645d 20h spiker /highres/  
282 4646d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4648d 20h nightfright / Modified: #341, 343  
280 4655d 20h nightfright / Modified: #342, 343, 821, 916, 917  
279 4661d 8h nightfright / Updated: E1M1.mhk  
278 4704d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4712d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4712d 11h spiker /highres/  
275 4720d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4721d 9h loomsday /highres/ polyTile #367  
273 4721d 10h spiker /highres/ 885 polymerized  
272 4721d 14h spiker /highres/textures/  
271 4721d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4722d 10h spiker /highres/ Content by Lightsource  
269 4724d 12h loomsday /highres/ polymerTile #318  

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