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290 4607d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4607d 22h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4612d 10h 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 4641d 22h spiker /highres/  
286 4647d 10h spiker /highres/ 4154  
285 4673d 21h nightfright / Reverted to previous versions: 341-343  
284 4729d 21h loomsday /highres/sprites/props/ doublesided now  
283 4730d 10h spiker /highres/  
282 4730d 15h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4733d 10h nightfright / Modified: #341, 343  
280 4740d 10h nightfright / Modified: #342, 343, 821, 916, 917  
278 4788d 21h loomsday /highres/ #369 polymerized + #797 recreated  
277 4797d 0h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4797d 1h spiker /highres/  
275 4805d 0h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4805d 23h loomsday /highres/ polyTile #367  
273 4806d 0h spiker /highres/ 885 polymerized  
272 4806d 4h spiker /highres/textures/  
271 4806d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4807d 0h spiker /highres/ Content by Lightsource  

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