Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4622d 1h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4622d 23h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4623d 0h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4627d 12h |
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 |
4657d 1h |
spiker |
/highres/ |
|
|
286 |
4662d 12h |
spiker |
/highres/ |
4154 |
|
285 |
4689d 0h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4744d 23h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4745d 12h |
spiker |
/highres/ |
|
|
282 |
4745d 18h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4748d 12h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4755d 13h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4804d 0h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4812d 3h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4812d 4h |
spiker |
/highres/ |
|
|
275 |
4820d 2h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4821d 1h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4821d 3h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4821d 7h |
spiker |
/highres/textures/ |
|
|
271 |
4821d 7h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|