Rev |
Age |
Author |
Path |
Log message |
Diff |
302 |
4466d 18h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4466d 18h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4466d 19h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4467d 21h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4485d 20h |
spiker |
/highres/ |
281 |
|
294 |
4486d 12h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4488d 19h |
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 |
4503d 23h |
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 |
4533d 12h |
spiker |
/highres/ |
|
|
286 |
4538d 23h |
spiker |
/highres/ |
4154 |
|
285 |
4565d 11h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4621d 23h |
spiker |
/highres/ |
|
|
281 |
4624d 23h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4632d 0h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4680d 11h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4688d 15h |
spiker |
/highres/ |
|
|
274 |
4697d 12h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4697d 14h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4697d 18h |
spiker |
/highres/textures/ |
|
|
271 |
4697d 18h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|