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Rev Age Author Path Log message Diff
288 4537d 14h 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 2h spiker /highres/  
286 4572d 13h spiker /highres/ 4154  
285 4599d 1h nightfright / Reverted to previous versions: 341-343  
284 4655d 1h loomsday /highres/sprites/props/ doublesided now  
283 4655d 14h spiker /highres/  
282 4655d 19h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4658d 14h nightfright / Modified: #341, 343  
280 4665d 14h nightfright / Modified: #342, 343, 821, 916, 917  
279 4671d 2h nightfright / Updated: E1M1.mhk  
278 4714d 1h loomsday /highres/ #369 polymerized + #797 recreated  
277 4722d 4h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4722d 5h spiker /highres/  
275 4730d 3h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4731d 3h loomsday /highres/ polyTile #367  
273 4731d 4h spiker /highres/ 885 polymerized  
272 4731d 8h spiker /highres/textures/  
271 4731d 8h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4732d 4h spiker /highres/ Content by Lightsource  
269 4734d 5h loomsday /highres/ polymerTile #318  

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