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291 4502d 11h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4503d 9h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4503d 10h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4507d 22h 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 4537d 10h spiker /highres/  
286 4542d 22h spiker /highres/ 4154  
285 4569d 9h nightfright / Reverted to previous versions: 341-343  
284 4625d 9h loomsday /highres/sprites/props/ doublesided now  
283 4625d 22h spiker /highres/  
282 4626d 3h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4628d 22h nightfright / Modified: #341, 343  
280 4635d 22h nightfright / Modified: #342, 343, 821, 916, 917  
279 4641d 10h nightfright / Updated: E1M1.mhk  
278 4684d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4692d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4692d 13h spiker /highres/  
275 4700d 12h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4701d 11h loomsday /highres/ polyTile #367  
273 4701d 12h spiker /highres/ 885 polymerized  
272 4701d 16h spiker /highres/textures/  

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