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Rev Age Author Path Log message Diff
288 4623d 18h 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 4653d 6h spiker /highres/  
286 4658d 17h spiker /highres/ 4154  
285 4685d 5h nightfright / Reverted to previous versions: 341-343  
284 4741d 4h loomsday /highres/sprites/props/ doublesided now  
283 4741d 18h spiker /highres/  
282 4741d 23h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4744d 17h nightfright / Modified: #341, 343  
280 4751d 18h nightfright / Modified: #342, 343, 821, 916, 917  
278 4800d 5h loomsday /highres/ #369 polymerized + #797 recreated  
277 4808d 8h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4808d 9h spiker /highres/  
275 4816d 7h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4817d 6h loomsday /highres/ polyTile #367  
273 4817d 8h spiker /highres/ 885 polymerized  
272 4817d 12h spiker /highres/textures/  
271 4817d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4818d 8h spiker /highres/ Content by Lightsource  
269 4820d 9h loomsday /highres/ polymerTile #318  
268 4821d 8h loomsday /highres/ polymer-ed tile #317  

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