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Rev Age Author Path Log message Diff
288 4535d 16h 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 4565d 5h spiker /highres/  
286 4570d 16h spiker /highres/ 4154  
285 4597d 4h nightfright / Reverted to previous versions: 341-343  
284 4653d 3h loomsday /highres/sprites/props/ doublesided now  
283 4653d 16h spiker /highres/  
282 4653d 21h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4656d 16h nightfright / Modified: #341, 343  
280 4663d 17h nightfright / Modified: #342, 343, 821, 916, 917  
279 4669d 5h nightfright / Updated: E1M1.mhk  
278 4712d 4h loomsday /highres/ #369 polymerized + #797 recreated  
277 4720d 7h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4720d 8h spiker /highres/  
275 4728d 6h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4729d 5h loomsday /highres/ polyTile #367  
273 4729d 7h spiker /highres/ 885 polymerized  
272 4729d 11h spiker /highres/textures/  
271 4729d 11h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4730d 7h spiker /highres/ Content by Lightsource  
269 4732d 8h loomsday /highres/ polymerTile #318  

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