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Rev Age Author Path Log message Diff
288 4561d 2h 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 4590d 14h spiker /highres/  
286 4596d 2h spiker /highres/ 4154  
285 4622d 13h nightfright / Reverted to previous versions: 341-343  
284 4678d 13h loomsday /highres/sprites/props/ doublesided now  
283 4679d 2h spiker /highres/  
282 4679d 7h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4682d 2h nightfright / Modified: #341, 343  
280 4689d 2h nightfright / Modified: #342, 343, 821, 916, 917  
278 4737d 13h loomsday /highres/ #369 polymerized + #797 recreated  
277 4745d 16h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4745d 17h spiker /highres/  
275 4753d 16h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4754d 15h loomsday /highres/ polyTile #367  
273 4754d 16h spiker /highres/ 885 polymerized  
272 4754d 20h spiker /highres/textures/  
271 4754d 20h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4755d 16h spiker /highres/ Content by Lightsource  
269 4757d 18h loomsday /highres/ polymerTile #318  
268 4758d 16h loomsday /highres/ polymer-ed tile #317  

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