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291 4523d 20h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4524d 18h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4524d 19h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4529d 7h 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 7h spiker /highres/ 4154  
285 4590d 19h nightfright / Reverted to previous versions: 341-343  
284 4646d 18h loomsday /highres/sprites/props/ doublesided now  
283 4647d 7h spiker /highres/  
282 4647d 13h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4650d 7h 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 21h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4722d 20h loomsday /highres/ polyTile #367  
273 4722d 22h spiker /highres/ 885 polymerized  
272 4723d 2h spiker /highres/textures/  

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