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288 4630d 11h 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 0h spiker /highres/  
286 4665d 11h spiker /highres/ 4154  
285 4691d 22h nightfright / Reverted to previous versions: 341-343  
283 4748d 11h spiker /highres/  
281 4751d 11h nightfright / Modified: #341, 343  
280 4758d 11h nightfright / Modified: #342, 343, 821, 916, 917  
278 4806d 22h loomsday /highres/ #369 polymerized + #797 recreated  
276 4815d 2h spiker /highres/  
274 4824d 0h loomsday /highres/ polyTile #367  
273 4824d 1h spiker /highres/ 885 polymerized  
272 4824d 5h spiker /highres/textures/  
271 4824d 5h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4825d 1h spiker /highres/ Content by Lightsource  
269 4827d 3h loomsday /highres/ polymerTile #318  
268 4828d 2h loomsday /highres/ polymer-ed tile #317  
266 4839d 0h loomsday /highres/ #371 polymerized, #152 glow added  
265 4842d 14h spiker /highres/ Fixes some broken normal maps  
264 4861d 10h 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 6h nightfright / Updated: #821, 1189, 2493  
261 4888d 1h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4891d 12h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4897d 1h parkar / Added installer source.  
237 4932d 6h devastator /highres/ 349 and 454 diffuse update  
234 4938d 6h devastator /highres/ 333-334 Tentacles embracing  
233 4938d 10h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4942d 0h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4942d 0h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4942d 0h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4942d 1h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4944d 8h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4949d 2h devastator /highres/textures/ updates for normal maps  
212 4952d 0h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4952d 2h devastator /highres/textures/ heightmap update to fit others from set.  
210 4953d 15h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4953d 15h devastator /highres/textures/ renaming 1140  
208 4953d 15h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4953d 23h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4959d 1h devastator /highres/ Texture 0246 polymer  
202 4959d 7h devastator /highres/ 1140 second iteration.(downsized to 256x now, fixed normal map as well as tiling seam)
TODO: completely get rid of horisontal visual seam.