Rev |
Age |
Author |
Path |
Log message |
Diff |
305 |
4499d 5h |
leod |
/highres/ |
JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png) |
|
304 |
4499d 6h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4499d 7h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4499d 16h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4499d 16h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4499d 16h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4500d 19h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4518d 17h |
spiker |
/highres/ |
281 |
|
294 |
4519d 10h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4521d 16h |
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 |
4536d 21h |
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 |
4566d 10h |
spiker |
/highres/ |
|
|
286 |
4571d 21h |
spiker |
/highres/ |
4154 |
|
285 |
4598d 9h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4654d 21h |
spiker |
/highres/ |
|
|
281 |
4657d 21h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4664d 22h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4713d 9h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4721d 13h |
spiker |
/highres/ |
|
|
274 |
4730d 10h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4730d 12h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4730d 16h |
spiker |
/highres/textures/ |
|
|
271 |
4730d 16h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4731d 12h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4733d 13h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4734d 12h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4745d 10h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4749d 0h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4767d 20h |
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 |
4773d 16h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4794d 11h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4797d 22h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4803d 11h |
parkar |
/ |
Added installer source. |
|
237 |
4838d 17h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4844d 16h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4844d 20h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4848d 10h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4848d 10h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4848d 10h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4848d 11h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|