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Rev Age Author Path Log message Diff
288 4535d 7h 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 4564d 20h spiker /highres/  
286 4570d 7h spiker /highres/ 4154  
285 4596d 19h nightfright / Reverted to previous versions: 341-343  
284 4652d 18h loomsday /highres/sprites/props/ doublesided now  
283 4653d 7h spiker /highres/  
282 4653d 13h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4656d 7h nightfright / Modified: #341, 343  
280 4663d 8h nightfright / Modified: #342, 343, 821, 916, 917  
278 4711d 19h loomsday /highres/ #369 polymerized + #797 recreated  
277 4719d 22h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4719d 23h spiker /highres/  
275 4727d 21h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4728d 20h loomsday /highres/ polyTile #367  
273 4728d 22h spiker /highres/ 885 polymerized  
272 4729d 2h spiker /highres/textures/  
271 4729d 2h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4729d 22h spiker /highres/ Content by Lightsource  
269 4731d 23h loomsday /highres/ polymerTile #318  
268 4732d 22h loomsday /highres/ polymer-ed tile #317  

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