Rev |
Age |
Author |
Path |
Log message |
Diff |
305 |
4505d 22h |
leod |
/highres/ |
JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png) |
|
304 |
4505d 23h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4506d 0h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4506d 9h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4506d 9h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4506d 10h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4507d 12h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4525d 11h |
spiker |
/highres/ |
281 |
|
294 |
4526d 3h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4528d 10h |
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 |
4543d 15h |
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 3h |
spiker |
/highres/ |
|
|
286 |
4578d 14h |
spiker |
/highres/ |
4154 |
|
285 |
4605d 2h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4661d 15h |
spiker |
/highres/ |
|
|
281 |
4664d 14h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4671d 15h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4720d 2h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4728d 6h |
spiker |
/highres/ |
|
|
274 |
4737d 3h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4737d 5h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4737d 9h |
spiker |
/highres/textures/ |
|
|
271 |
4737d 9h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4738d 5h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4740d 6h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4741d 5h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4752d 4h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4755d 18h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4774d 13h |
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 |
4780d 10h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4801d 4h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4804d 15h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4810d 5h |
parkar |
/ |
Added installer source. |
|
237 |
4845d 10h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4851d 9h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4851d 13h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4855d 3h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4855d 3h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4855d 3h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4855d 4h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|