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288 4593d 6h 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 4622d 18h spiker /highres/  
286 4628d 5h spiker /highres/ 4154  
285 4654d 17h nightfright / Reverted to previous versions: 341-343  
284 4710d 17h loomsday /highres/sprites/props/ doublesided now  
283 4711d 6h spiker /highres/  
282 4711d 11h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4714d 5h nightfright / Modified: #341, 343  
280 4721d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4769d 17h loomsday /highres/ #369 polymerized + #797 recreated  
277 4777d 20h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4777d 21h spiker /highres/  
275 4785d 19h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4786d 19h loomsday /highres/ polyTile #367  
273 4786d 20h spiker /highres/ 885 polymerized  
272 4787d 0h spiker /highres/textures/  
271 4787d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4787d 20h spiker /highres/ Content by Lightsource  
269 4789d 21h loomsday /highres/ polymerTile #318  
268 4790d 20h loomsday /highres/ polymer-ed tile #317  

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