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Rev Age Author Path Log message Diff
288 4636d 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 4665d 19h spiker /highres/  
286 4671d 7h spiker /highres/ 4154  
285 4697d 18h nightfright / Reverted to previous versions: 341-343  
284 4753d 18h loomsday /highres/sprites/props/ doublesided now  
283 4754d 7h spiker /highres/  
282 4754d 12h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4757d 7h nightfright / Modified: #341, 343  
280 4764d 7h nightfright / Modified: #342, 343, 821, 916, 917  
278 4812d 18h loomsday /highres/ #369 polymerized + #797 recreated  
277 4820d 21h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4820d 22h spiker /highres/  
275 4828d 21h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4829d 20h loomsday /highres/ polyTile #367  
273 4829d 21h spiker /highres/ 885 polymerized  
272 4830d 1h spiker /highres/textures/  
271 4830d 1h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4830d 21h spiker /highres/ Content by Lightsource  
269 4832d 23h loomsday /highres/ polymerTile #318  
268 4833d 21h loomsday /highres/ polymer-ed tile #317  

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