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Rev Age Author Path Log message Diff
288 4542d 5h 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 4571d 18h spiker /highres/  
286 4577d 5h spiker /highres/ 4154  
285 4603d 17h nightfright / Reverted to previous versions: 341-343  
284 4659d 16h loomsday /highres/sprites/props/ doublesided now  
283 4660d 5h spiker /highres/  
282 4660d 11h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4663d 5h nightfright / Modified: #341, 343  
280 4670d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4718d 17h loomsday /highres/ #369 polymerized + #797 recreated  
277 4726d 20h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4726d 21h spiker /highres/  
275 4734d 19h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4735d 18h loomsday /highres/ polyTile #367  
273 4735d 20h spiker /highres/ 885 polymerized  
272 4736d 0h spiker /highres/textures/  
271 4736d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4736d 20h spiker /highres/ Content by Lightsource  
269 4738d 21h loomsday /highres/ polymerTile #318  
268 4739d 20h loomsday /highres/ polymer-ed tile #317  

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