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271 4726d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
269 4729d 10h loomsday /highres/ polymerTile #318  
268 4730d 8h loomsday /highres/ polymer-ed tile #317  
266 4741d 7h loomsday /highres/ #371 polymerized, #152 glow added  
265 4744d 21h spiker /highres/ Fixes some broken normal maps  
264 4763d 16h 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 4769d 13h nightfright / Updated: #821, 1189, 2493  
261 4790d 7h nightfright / Updated: #707, 708, 2502, 2503; Removed: #757 (pal24)  
242 4820d 19h nightfright / Improvements for #817/818 (forgot those during last commit)  
237 4834d 13h devastator /highres/ 349 and 454 diffuse update  
234 4840d 12h devastator /highres/ 333-334 Tentacles embracing  
233 4840d 16h devastator /highres/ Remade 344 for future tentacle embracing.  
226 4844d 7h devastator /highres/ 1140 embracing set for japanese paper-walls  
224 4844d 8h loomsday /highres/ Tile #239: definition fix for parallaxmapping  
219 4846d 15h devastator /highres/ Embracing tentacles textures and gloss map for 0195  
212 4854d 7h devastator /highres/ 3381 + specular map for 1169 + some fixes with parallax scale in tentacles  
208 4855d 22h devastator /highres/ def and tex 5109 (brown alien tentacles)  
206 4856d 6h devastator /highres/ A complete 1140, and complete 246 249 250  
203 4861d 8h devastator /highres/ Texture 0246 polymer  
202 4861d 14h devastator /highres/ 1140 second iteration.(downsized to 256x now, fixed normal map as well as tiling seam)
TODO: completely get rid of horisontal visual seam.
 
201 4866d 6h devastator /highres/ 1140 better version, also will go as base for overlapping in some other textures  
197 4872d 8h loomsday /highres/ Tile #4117 plymerized  
194 4874d 6h loomsday /highres/  
191 4881d 9h loomsday /highres/ #413 is now polymerized  
190 4890d 7h loomsday /highres/ #0877 is now polymer ready  
188 4895d 14h devastator /highres/ fixed heightmap and gloss level for 717  
187 4895d 15h devastator /highres/ added def for 0717  
184 4905d 10h loomsday /highres/ parallaxbias fix for #412  
183 4906d 4h loomsday /highres/ #4300 has been polymerized, can be seen at the beginning of E4L1  
182 4907d 4h loomsday /highres/  
179 4912d 6h loomsday /highres/ #372 revised, #368 polymerized  
178 4913d 6h loomsday /highres/ #462-#464 tileset polymerized  
176 4931d 6h loomsday /highres/ Tile #392 have been polymerized, pal 17 commented (needs some investigation)  
175 4931d 10h loomsday /highres/  
174 4950d 6h nightfright / Fixed: #345_s (tga -> png)  
172 4961d 16h devastator /highres/ Added def for texture 0345 (d n s)  
170 4961d 16h devastator /highres/ added def for texture (d s n g) 347  
168 4962d 5h loomsday /highres/ test specmap for recon car, blended asphalt for Area 51, rotated fence to be properly displayed in Area 51  
167 4962d 9h loomsday /highres/ looks like Areal 51 is the most polymerized map ever  
166 4963d 4h loomsday /highres/ #460 polymerized by Devastator