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288 4537d 20h 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 4567d 8h spiker /highres/  
286 4572d 19h spiker /highres/ 4154  
285 4599d 7h nightfright / Reverted to previous versions: 341-343  
283 4655d 20h spiker /highres/  
281 4658d 19h nightfright / Modified: #341, 343  
280 4665d 20h nightfright / Modified: #342, 343, 821, 916, 917  
278 4714d 7h loomsday /highres/ #369 polymerized + #797 recreated  
276 4722d 11h spiker /highres/  
274 4731d 9h loomsday /highres/ polyTile #367  
273 4731d 10h spiker /highres/ 885 polymerized  
272 4731d 14h spiker /highres/textures/  
271 4731d 14h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4732d 10h spiker /highres/ Content by Lightsource  
269 4734d 11h loomsday /highres/ polymerTile #318  
268 4735d 10h loomsday /highres/ polymer-ed tile #317  
266 4746d 9h loomsday /highres/ #371 polymerized, #152 glow added  
265 4749d 23h spiker /highres/ Fixes some broken normal maps  
264 4768d 18h 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 4774d 15h nightfright / Updated: #821, 1189, 2493  
261 4795d 9h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
259 4798d 20h nightfright / Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C)  
257 4804d 10h parkar / Added installer source.  
237 4839d 15h devastator /highres/ 349 and 454 diffuse update  
234 4845d 14h devastator /highres/ 333-334 Tentacles embracing  
233 4845d 18h devastator /highres/ Remade 344 for future tentacle embracing.  
229 4849d 8h nightfright / Re-added (after rename): 249_d, 250_d/s, 746_n/s  
228 4849d 8h nightfright /highres/textures/ Deleted for renaming: 249_D, 250_D/S, 746_N/S  
227 4849d 8h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
226 4849d 9h devastator /highres/ 1140 embracing set for japanese paper-walls  
219 4851d 17h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
213 4856d 10h devastator /highres/textures/ updates for normal maps  
212 4859d 9h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
211 4859d 11h devastator /highres/textures/ heightmap update to fit others from set.  
210 4860d 23h devastator /highres/textures/ 249 and 250 polymer, wtf? have uploaded them yesterday  
209 4860d 23h devastator /highres/textures/ renaming 1140  
208 4860d 23h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4861d 8h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4866d 9h devastator /highres/ Texture 0246 polymer  
202 4866d 16h 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.