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Rev Age Author Path Log message Diff
288 4573d 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 4603d 6h spiker /highres/  
286 4608d 17h spiker /highres/ 4154  
285 4635d 5h nightfright / Reverted to previous versions: 341-343  
284 4691d 4h loomsday /highres/sprites/props/ doublesided now  
283 4691d 18h spiker /highres/  
282 4691d 23h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4694d 17h nightfright / Modified: #341, 343  
280 4701d 18h nightfright / Modified: #342, 343, 821, 916, 917  
278 4750d 5h loomsday /highres/ #369 polymerized + #797 recreated  
277 4758d 8h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4758d 9h spiker /highres/  
275 4766d 7h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4767d 6h loomsday /highres/ polyTile #367  
273 4767d 8h spiker /highres/ 885 polymerized  
272 4767d 12h spiker /highres/textures/  
271 4767d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4768d 8h spiker /highres/ Content by Lightsource  
269 4770d 9h loomsday /highres/ polymerTile #318  
268 4771d 8h loomsday /highres/ polymer-ed tile #317  

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