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288 4544d 13h 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 4574d 1h spiker /highres/  
286 4579d 13h spiker /highres/ 4154  
285 4606d 0h nightfright / Reverted to previous versions: 341-343  
284 4662d 0h loomsday /highres/sprites/props/ doublesided now  
283 4662d 13h spiker /highres/  
282 4662d 18h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4665d 13h nightfright / Modified: #341, 343  
280 4672d 13h nightfright / Modified: #342, 343, 821, 916, 917  
278 4721d 0h loomsday /highres/ #369 polymerized + #797 recreated  
277 4729d 3h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4729d 4h spiker /highres/  
275 4737d 2h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4738d 2h loomsday /highres/ polyTile #367  
273 4738d 3h spiker /highres/ 885 polymerized  
272 4738d 7h spiker /highres/textures/  
271 4738d 7h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4739d 3h spiker /highres/ Content by Lightsource  
269 4741d 5h loomsday /highres/ polymerTile #318  
268 4742d 3h loomsday /highres/ polymer-ed tile #317  

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