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Rev Age Author Path Log message Diff
288 4529d 8h 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 4558d 20h spiker /highres/  
286 4564d 8h spiker /highres/ 4154  
285 4590d 19h nightfright / Reverted to previous versions: 341-343  
284 4646d 19h loomsday /highres/sprites/props/ doublesided now  
283 4647d 8h spiker /highres/  
282 4647d 13h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4650d 8h nightfright / Modified: #341, 343  
280 4657d 8h nightfright / Modified: #342, 343, 821, 916, 917  
279 4662d 20h nightfright / Updated: E1M1.mhk  
278 4705d 19h loomsday /highres/ #369 polymerized + #797 recreated  
277 4713d 22h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4713d 23h spiker /highres/  
275 4721d 22h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4722d 21h loomsday /highres/ polyTile #367  
273 4722d 22h spiker /highres/ 885 polymerized  
272 4723d 2h spiker /highres/textures/  
271 4723d 2h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4723d 22h spiker /highres/ Content by Lightsource  
269 4726d 0h loomsday /highres/ polymerTile #318  

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