Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4624d 16h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4625d 14h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4625d 15h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4630d 3h |
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 |
4659d 16h |
spiker |
/highres/ |
|
|
286 |
4665d 3h |
spiker |
/highres/ |
4154 |
|
285 |
4691d 15h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4747d 14h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4748d 3h |
spiker |
/highres/ |
|
|
282 |
4748d 9h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4751d 3h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4758d 4h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4806d 15h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4814d 18h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4814d 19h |
spiker |
/highres/ |
|
|
275 |
4822d 17h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4823d 16h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4823d 18h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4823d 22h |
spiker |
/highres/textures/ |
|
|
271 |
4823d 22h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|