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Rev Age Author Path Log message Diff
288 4539d 2h 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 4568d 15h spiker /highres/  
286 4574d 2h spiker /highres/ 4154  
285 4600d 13h nightfright / Reverted to previous versions: 341-343  
284 4656d 13h loomsday /highres/sprites/props/ doublesided now  
283 4657d 2h spiker /highres/  
282 4657d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4660d 2h nightfright / Modified: #341, 343  
280 4667d 3h nightfright / Modified: #342, 343, 821, 916, 917  
279 4672d 15h nightfright / Updated: E1M1.mhk  
278 4715d 14h loomsday /highres/ #369 polymerized + #797 recreated  
277 4723d 17h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4723d 17h spiker /highres/  
275 4731d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4732d 15h loomsday /highres/ polyTile #367  
273 4732d 16h spiker /highres/ 885 polymerized  
272 4732d 21h spiker /highres/textures/  
271 4732d 21h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 17h spiker /highres/ Content by Lightsource  
269 4735d 18h loomsday /highres/ polymerTile #318  

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