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Rev Age Author Path Log message Diff
288 4549d 18h 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 4579d 6h spiker /highres/  
286 4584d 17h spiker /highres/ 4154  
285 4611d 5h nightfright / Reverted to previous versions: 341-343  
284 4667d 4h loomsday /highres/sprites/props/ doublesided now  
283 4667d 18h spiker /highres/  
282 4667d 23h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4670d 17h nightfright / Modified: #341, 343  
280 4677d 18h nightfright / Modified: #342, 343, 821, 916, 917  
279 4683d 6h nightfright / Updated: E1M1.mhk  
278 4726d 5h loomsday /highres/ #369 polymerized + #797 recreated  
277 4734d 8h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4734d 9h spiker /highres/  
275 4742d 7h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4743d 6h loomsday /highres/ polyTile #367  
273 4743d 8h spiker /highres/ 885 polymerized  
272 4743d 12h spiker /highres/textures/  
271 4743d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4744d 8h spiker /highres/ Content by Lightsource  
269 4746d 9h loomsday /highres/ polymerTile #318  

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