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Rev Age Author Path Log message Diff
288 4553d 9h 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 4582d 21h spiker /highres/  
286 4588d 9h spiker /highres/ 4154  
285 4614d 20h nightfright / Reverted to previous versions: 341-343  
284 4670d 20h loomsday /highres/sprites/props/ doublesided now  
283 4671d 9h spiker /highres/  
282 4671d 14h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4674d 9h nightfright / Modified: #341, 343  
280 4681d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4729d 20h loomsday /highres/ #369 polymerized + #797 recreated  
277 4737d 23h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4738d 0h spiker /highres/  
275 4745d 23h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4746d 22h loomsday /highres/ polyTile #367  
273 4746d 23h spiker /highres/ 885 polymerized  
272 4747d 3h spiker /highres/textures/  
271 4747d 3h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4747d 23h spiker /highres/ Content by Lightsource  
269 4750d 1h loomsday /highres/ polymerTile #318  
268 4750d 23h loomsday /highres/ polymer-ed tile #317  

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