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Rev Age Author Path Log message Diff
288 4538d 10h 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 23h spiker /highres/  
286 4573d 10h spiker /highres/ 4154  
285 4599d 22h nightfright / Reverted to previous versions: 341-343  
284 4655d 21h loomsday /highres/sprites/props/ doublesided now  
283 4656d 10h spiker /highres/  
282 4656d 16h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4659d 10h nightfright / Modified: #341, 343  
280 4666d 11h nightfright / Modified: #342, 343, 821, 916, 917  
278 4714d 22h loomsday /highres/ #369 polymerized + #797 recreated  
277 4723d 1h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4723d 2h spiker /highres/  
275 4731d 0h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4731d 23h loomsday /highres/ polyTile #367  
273 4732d 1h spiker /highres/ 885 polymerized  
272 4732d 5h spiker /highres/textures/  
271 4732d 5h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4733d 1h spiker /highres/ Content by Lightsource  
269 4735d 2h loomsday /highres/ polymerTile #318  
268 4736d 1h loomsday /highres/ polymer-ed tile #317  

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