Rev |
Age |
Author |
Path |
Log message |
Diff |
304 |
4506d 16h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4506d 17h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4507d 2h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4507d 2h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4507d 2h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4508d 5h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4526d 4h |
spiker |
/highres/ |
281 |
|
294 |
4526d 20h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4529d 2h |
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 |
4544d 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 |
4573d 20h |
spiker |
/highres/ |
|
|
286 |
4579d 7h |
spiker |
/highres/ |
4154 |
|
285 |
4605d 19h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4662d 7h |
spiker |
/highres/ |
|
|
281 |
4665d 7h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4672d 8h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4720d 19h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4728d 23h |
spiker |
/highres/ |
|
|
274 |
4737d 20h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4737d 22h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4738d 2h |
spiker |
/highres/textures/ |
|
|
271 |
4738d 2h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4738d 22h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4740d 23h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4741d 22h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4752d 20h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4756d 10h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4775d 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 |
4781d 2h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4801d 21h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4805d 8h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4810d 21h |
parkar |
/ |
Added installer source. |
|
237 |
4846d 3h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4852d 2h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4852d 6h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4855d 20h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4855d 20h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4855d 20h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4855d 21h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|
219 |
4858d 5h |
devastator |
/highres/ |
Embracing tentacles textures and gloss map for 0195 |
|