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111 5216d 10h devastator /highres/ definition for 454  
/highres/textures.def
110 5216d 10h devastator /highres/textures/ texture files for 454  
/highres/textures/454_d.png
/highres/textures/454_n.png
/highres/textures/454_s.png
109 5216d 11h loomsday /highres/ Tile #448 is now polymer-ready, also created a non-polymer diffuse "0448.png" but how the hell does it work?  
/highres/textures/0448_d.png
/highres/textures/0448_g.png
/highres/textures/0448_n.png
/highres/textures/0448_s.png
/highres/textures.def
/highres/textures/0448.png
108 5217d 14h piterplus /highres/ Forgot to change defs (sh_t happens)  
/highres/textures.def
107 5217d 14h piterplus /highres/textures/ Normals+specular for 1137, 1138  
/highres/textures/1137_n.png
/highres/textures/1137_s.png
/highres/textures/1138_n.png
/highres/textures/1138_s.png
106 5218d 12h devastator / lights for area 51  
/E4L11.mhk
105 5219d 11h loomsday /highres/ normal + spec maps created for Ooz's #724 diffuse  
/highres/textures/0724_n.png
/highres/textures/0724_s.png
/highres/textures.def
/highres/textures/0724.png
104 5221d 23h devastator / Stadium relighting, old lights are commented  
/E3L9.mhk
103 5221d 23h devastator / added lights for "The Queen" e4l10  
/E4L10.mhk
102 5222d 16h devastator / Added Lights for DERELICT, E4L9  
/E4L9.mhk
101 5226d 2h devastator / Added lights for Critcal mass E4L8  
/E4L8.mhk
100 5227d 13h loomsday /highres/ pal 22 for tile #0156, which can be seen on e1l3  
/highres/textures/0156_22.png
/highres/textures.def
99 5228d 20h devastator / added lights for XXX-Stacy  
/E4L7.mhk
98 5231d 12h devastator / added lights which will make you go Postal (e4l6)  
/E4L6.mhk
97 5235d 18h loomsday /highres/sprites/ draft nrml+spec maps for NewBeast  
/highres/sprites/monsters/4610_newbeast_n.png
/highres/sprites/monsters/4610_newbeast_s.png
/highres/sprites/monsters.def
96 5235d 21h devastator / Added Lights for PIGSTY - e4l5  
/E4L5.mhk
95 5237d 11h devastator / added lights for babe land - e4l4  
/E4L4.mhk
94 5237d 12h loomsday / lighthack for E2L9 and parallax definition fix for tile #816  
/E2L9.mhk
/highres/textures.def
93 5239d 12h piterplus /highres/ Normal map for 0893-0895.  
/highres/textures/0893_n.png
/highres/textures.def
92 5240d 2h devastator / Added lights for e4l3  
/E4L3.mhk
91 5247d 10h loomsday / lighthacks  
/E2L6.mhk
/E2L7.mhk
/E2L8.mhk
90 5247d 11h devastator / Added dynamic lights all around the level. yea baby!  
/E4L1.mhk
89 5247d 11h devastator / Added dynamic lights for polymer :P  
/E4L2.mhk
88 5247d 11h nightfright / Updated: #1646-1649/2448-2451 (Shrinker/Expander projectiles by ozz); Fixed: ice.def (wrong defs for new #675/2370 models)  
/highres/screen/menu/2492_version.png
/highres/sprites/ice.def
/highres/sprites/projectiles/1646.png
/highres/sprites/projectiles/1647.png
/highres/sprites/projectiles/1648.png
/highres/sprites/projectiles/1649.png
/highres/sprites/projectiles/2448.png
/highres/sprites/projectiles/2449.png
/highres/sprites/projectiles/2450.png
/highres/sprites/projectiles/2451.png
/hrp_readme.txt
87 5247d 18h loomsday /highres/sprites/ glossy slimy slimers FTW  
/highres/sprites/monsters/2370_slimer.md3
/highres/sprites/monsters/2370_slimer_n.png
/highres/sprites/monsters/2370_slimer_s.png
/highres/sprites/monsters/0675_egg.md2
/highres/sprites/monsters/2370_slimer.md2
/highres/sprites/monsters.def
86 5248d 9h loomsday /highres/sprites/ eggs covered with slime, anyone? :)
md3 conversion was inevitable, since I don't see specular (and maybe normal) on md2 models.
 
/highres/sprites/monsters/0675_egg.md3
/highres/sprites/monsters/0675_egg_n.png
/highres/sprites/monsters/0675_egg_s.png
/highres/sprites/monsters.def
85 5248d 10h loomsday / Light hack (SE49 only)  
/E2L5.mhk
84 5248d 17h loomsday /highres/ normals and speculars for Tiles #0346, 0743 posted by Ozz @ duke4.net forum  
/highres/textures.def
/highres/textures/0346.png
/highres/textures/0346_n.png
/highres/textures/0346_s.png
/highres/textures/0743.png
/highres/textures/0743_n.png
/highres/textures/0743_s.png
83 5248d 21h loomsday /highres/ oops, my bad (just forgot to mark them to be added to svn and since the log showed no errors at my end I was thinking that everything is ok)  
/highres/textures/0450_g.png
/highres/textures/0455_n.png
/highres/textures/0455_s.png
/highres/textures.def
82 5249d 9h nightfright / Updated/added: #1109 (n/s), 1124 (n/s) by gt1750  
/highres/textures/1109_n.png
/highres/textures/1109_s.png
/highres/textures/1124_n.png
/highres/textures/1124_s.png
/highres/screen/menu/2492_version.png
/highres/textures.def
/highres/textures/1109.png
/highres/textures/1124.png
/hrp_readme.txt
81 5249d 10h nightfright / textures.def: fix for 3 missing tiles (450_g, 455_n, 455_s)  
/E3L9.mhk
/highres/screen/menu/2492_version.png
/highres/textures.def
/hrp_readme.txt
80 5251d 8h loomsday / light-hack. Wow.. those Ooz Filters are fps killers, also only few of them make any room lit like hell, gonna ask plagman to un-hardcode them and make the adjustable through deflines  
/E2L4.mhk
79 5253d 11h loomsday /highres/textures/ update for tiles #764, 823 diffuse textures' by Ozz @ duke4.net forums
also recreated normal and specular for #823
 
/highres/textures/0764.png
/highres/textures/0823.png
/highres/textures/0823_n.png
/highres/textures/0823_s.png
78 5256d 10h loomsday /highres/ Tile #455 is now polymer-ready, but hell.. it's used only in e2l11 and only a part of it, this is depressing  
/highres/textures.def
/highres/textures/0455.png
77 5256d 13h loomsday / and the last lighhacking for the time being until I get cool after constant mapster crashes •_•  
/E2L3.mhk
76 5256d 15h loomsday / some basic lighting applied  
/E2L2.mhk
75 5257d 11h loomsday / polymer lights test, SE49 only due do heavy lags on my system, so sorry no shadows from lights available atm  
/E2L1.mhk
74 5257d 18h loomsday /highres/ oopsie, some typoes in the defs  
/highres/textures.def
73 5259d 9h loomsday /highres/ Tile #450 is now polymer-ready  
/highres/textures/0450_n.png
/highres/textures/0450_s.png
/highres/textures.def
/highres/textures/0450.png
72 5261d 10h loomsday /highres/ Tile #447 is now polymer-ready, though it might look a bit poorer comparing to HRP version, but hell, I just have too much unfinished stuff to care about details invention  
/highres/textures/0447_g.png
/highres/textures/0447_n.png
/highres/textures/0447_s.png
/highres/textures.def
/highres/textures/0447.png