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Rev Age Author Path Log message Diff
288 4520d 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 4550d 0h spiker /highres/  
286 4555d 11h spiker /highres/ 4154  
285 4581d 23h nightfright / Reverted to previous versions: 341-343  
284 4637d 22h loomsday /highres/sprites/props/ doublesided now  
283 4638d 12h spiker /highres/  
282 4638d 17h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4641d 11h nightfright / Modified: #341, 343  
280 4648d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4696d 23h loomsday /highres/ #369 polymerized + #797 recreated  
277 4705d 2h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4705d 3h spiker /highres/  
275 4713d 1h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4714d 0h loomsday /highres/ polyTile #367  
273 4714d 2h spiker /highres/ 885 polymerized  
272 4714d 6h spiker /highres/textures/  
271 4714d 6h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4715d 2h spiker /highres/ Content by Lightsource  
269 4717d 3h loomsday /highres/ polymerTile #318  
268 4718d 2h loomsday /highres/ polymer-ed tile #317  

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