Rev |
Age |
Author |
Path |
Log message |
Diff |
288 |
4500d 0h |
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 |
4529d 12h |
spiker |
/highres/ |
|
|
286 |
4535d 0h |
spiker |
/highres/ |
4154 |
|
285 |
4561d 11h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4617d 11h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4618d 0h |
spiker |
/highres/ |
|
|
282 |
4618d 5h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4621d 0h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4628d 0h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4676d 11h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4684d 14h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4684d 15h |
spiker |
/highres/ |
|
|
275 |
4692d 13h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4693d 13h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4693d 14h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4693d 18h |
spiker |
/highres/textures/ |
|
|
271 |
4693d 18h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4694d 14h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4696d 16h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4697d 14h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|