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Rev Age Author Path Log message Diff
288 4535d 20h 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 4565d 8h spiker /highres/  
286 4570d 20h spiker /highres/ 4154  
285 4597d 7h nightfright / Reverted to previous versions: 341-343  
284 4653d 7h loomsday /highres/sprites/props/ doublesided now  
283 4653d 20h spiker /highres/  
282 4654d 1h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4656d 20h nightfright / Modified: #341, 343  
280 4663d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4712d 7h loomsday /highres/ #369 polymerized + #797 recreated  
277 4720d 10h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4720d 11h spiker /highres/  
275 4728d 10h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4729d 9h loomsday /highres/ polyTile #367  
273 4729d 10h spiker /highres/ 885 polymerized  
272 4729d 14h spiker /highres/textures/  
271 4729d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4730d 10h spiker /highres/ Content by Lightsource  
269 4732d 12h loomsday /highres/ polymerTile #318  
268 4733d 10h loomsday /highres/ polymer-ed tile #317  

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