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Rev Age Author Path Log message Diff
288 4540d 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 4570d 9h spiker /highres/  
286 4575d 21h spiker /highres/ 4154  
285 4602d 8h nightfright / Reverted to previous versions: 341-343  
284 4658d 8h loomsday /highres/sprites/props/ doublesided now  
283 4658d 21h spiker /highres/  
282 4659d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4661d 21h nightfright / Modified: #341, 343  
280 4668d 21h nightfright / Modified: #342, 343, 821, 916, 917  
278 4717d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4725d 11h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4725d 12h spiker /highres/  
275 4733d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4734d 10h loomsday /highres/ polyTile #367  
273 4734d 11h spiker /highres/ 885 polymerized  
272 4734d 15h spiker /highres/textures/  
271 4734d 15h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4735d 11h spiker /highres/ Content by Lightsource  
269 4737d 13h loomsday /highres/ polymerTile #318  
268 4738d 11h loomsday /highres/ polymer-ed tile #317  

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