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Rev Age Author Path Log message Diff
288 4530d 5h 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 4559d 18h spiker /highres/  
286 4565d 5h spiker /highres/ 4154  
285 4591d 16h nightfright / Reverted to previous versions: 341-343  
284 4647d 16h loomsday /highres/sprites/props/ doublesided now  
283 4648d 5h spiker /highres/  
282 4648d 10h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4651d 5h nightfright / Modified: #341, 343  
280 4658d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4706d 17h loomsday /highres/ #369 polymerized + #797 recreated  
277 4714d 20h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4714d 21h spiker /highres/  
275 4722d 19h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4723d 18h loomsday /highres/ polyTile #367  
273 4723d 19h spiker /highres/ 885 polymerized  
272 4724d 0h spiker /highres/textures/  
271 4724d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4724d 20h spiker /highres/ Content by Lightsource  
269 4726d 21h loomsday /highres/ polymerTile #318  
268 4727d 20h loomsday /highres/ polymer-ed tile #317  

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