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291 4548d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4549d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4549d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4553d 21h 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 4583d 9h spiker /highres/  
286 4588d 21h spiker /highres/ 4154  
285 4615d 8h nightfright / Reverted to previous versions: 341-343  
284 4671d 8h loomsday /highres/sprites/props/ doublesided now  
283 4671d 21h spiker /highres/  
282 4672d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4674d 21h nightfright / Modified: #341, 343  
280 4681d 21h nightfright / Modified: #342, 343, 821, 916, 917  
279 4687d 9h nightfright / Updated: E1M1.mhk  
278 4730d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4738d 11h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4738d 12h spiker /highres/  
275 4746d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4747d 10h loomsday /highres/ polyTile #367  
273 4747d 11h spiker /highres/ 885 polymerized  
272 4747d 15h spiker /highres/textures/  

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