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288 4630d 21h 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 4660d 9h spiker /highres/  
286 4665d 21h spiker /highres/ 4154  
285 4692d 8h nightfright / Reverted to previous versions: 341-343  
283 4748d 21h spiker /highres/  
281 4751d 21h nightfright / Modified: #341, 343  
280 4758d 21h nightfright / Modified: #342, 343, 821, 916, 917  
278 4807d 8h loomsday /highres/ #369 polymerized + #797 recreated  
276 4815d 12h spiker /highres/  
274 4824d 10h loomsday /highres/ polyTile #367  
273 4824d 11h spiker /highres/ 885 polymerized  
272 4824d 15h spiker /highres/textures/  
271 4824d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4825d 11h spiker /highres/ Content by Lightsource  
269 4827d 13h loomsday /highres/ polymerTile #318  
268 4828d 11h loomsday /highres/ polymer-ed tile #317  
266 4839d 10h loomsday /highres/ #371 polymerized, #152 glow added  
265 4843d 0h spiker /highres/ Fixes some broken normal maps  
264 4861d 20h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4867d 16h nightfright / Updated: #821, 1189, 2493  

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