Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4584d 1h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4584d 22h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4585d 0h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4589d 11h |
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 |
4619d 0h |
spiker |
/highres/ |
|
|
286 |
4624d 11h |
spiker |
/highres/ |
4154 |
|
285 |
4650d 23h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4706d 22h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4707d 11h |
spiker |
/highres/ |
|
|
282 |
4707d 17h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4710d 11h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4717d 12h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4765d 23h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4774d 2h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4774d 3h |
spiker |
/highres/ |
|
|
275 |
4782d 1h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4783d 0h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4783d 2h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4783d 6h |
spiker |
/highres/textures/ |
|
|
271 |
4783d 6h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|