Rev |
Age |
Author |
Path |
Log message |
Diff |
304 |
4497d 16h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4497d 17h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4498d 2h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4498d 2h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4498d 3h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4499d 5h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4517d 4h |
spiker |
/highres/ |
281 |
|
294 |
4517d 20h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4520d 3h |
nightfright |
/ |
Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work) |
|
288 |
4535d 8h |
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 |
|
283 |
4653d 8h |
spiker |
/highres/ |
|
|
281 |
4656d 8h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4663d 8h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4711d 19h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4719d 23h |
spiker |
/highres/ |
|
|
274 |
4728d 21h |
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 |
4732d 0h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4732d 22h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4743d 21h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4747d 11h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4766d 6h |
nightfright |
/ |
Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone) |
|
263 |
4772d 3h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4792d 21h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4796d 8h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4801d 22h |
parkar |
/ |
Added installer source. |
|
237 |
4837d 3h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4843d 2h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4843d 6h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4846d 20h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4846d 20h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4846d 20h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4846d 21h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|
219 |
4849d 5h |
devastator |
/highres/ |
Embracing tentacles textures and gloss map for 0195 |
|