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Rev Age Author Path Log message Diff
288 4530d 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 4559d 14h spiker /highres/  
286 4565d 2h spiker /highres/ 4154  
285 4591d 13h nightfright / Reverted to previous versions: 341-343  
284 4647d 13h loomsday /highres/sprites/props/ doublesided now  
283 4648d 2h spiker /highres/  
282 4648d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4651d 2h nightfright / Modified: #341, 343  
280 4658d 2h nightfright / Modified: #342, 343, 821, 916, 917  
279 4663d 14h nightfright / Updated: E1M1.mhk  
278 4706d 13h loomsday /highres/ #369 polymerized + #797 recreated  
277 4714d 16h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4714d 17h spiker /highres/  
275 4722d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4723d 15h loomsday /highres/ polyTile #367  
273 4723d 16h spiker /highres/ 885 polymerized  
272 4723d 20h spiker /highres/textures/  
271 4723d 20h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4724d 16h spiker /highres/ Content by Lightsource  
269 4726d 18h loomsday /highres/ polymerTile #318  

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