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288 4538d 12h 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 4568d 0h spiker /highres/  
286 4573d 12h spiker /highres/ 4154  
285 4599d 23h nightfright / Reverted to previous versions: 341-343  
283 4656d 12h spiker /highres/  
281 4659d 12h nightfright / Modified: #341, 343  
280 4666d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4714d 23h loomsday /highres/ #369 polymerized + #797 recreated  
276 4723d 3h spiker /highres/  
274 4732d 1h loomsday /highres/ polyTile #367  
273 4732d 2h spiker /highres/ 885 polymerized  
272 4732d 6h spiker /highres/textures/  
271 4732d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 2h spiker /highres/ Content by Lightsource  
269 4735d 4h loomsday /highres/ polymerTile #318  
268 4736d 2h loomsday /highres/ polymer-ed tile #317  
266 4747d 1h loomsday /highres/ #371 polymerized, #152 glow added  
265 4750d 15h spiker /highres/ Fixes some broken normal maps  
264 4769d 11h 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 4775d 7h nightfright / Updated: #821, 1189, 2493  
261 4796d 1h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4799d 12h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4805d 2h parkar / Added installer source.  
237 4840d 7h devastator /highres/ 349 and 454 diffuse update  
234 4846d 6h devastator /highres/ 333-334 Tentacles embracing  
233 4846d 10h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4850d 0h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4850d 0h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4850d 1h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4850d 2h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4852d 9h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4857d 2h devastator /highres/textures/ updates for normal maps  
212 4860d 1h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4860d 3h devastator /highres/textures/ heightmap update to fit others from set.  
210 4861d 15h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4861d 16h devastator /highres/textures/ renaming 1140  
208 4861d 16h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4862d 0h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4867d 2h devastator /highres/ Texture 0246 polymer  
202 4867d 8h 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.