Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4536d 1h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4536d 23h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4537d 0h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4541d 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 |
4571d 1h |
spiker |
/highres/ |
|
|
286 |
4576d 12h |
spiker |
/highres/ |
4154 |
|
285 |
4602d 23h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4658d 23h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4659d 12h |
spiker |
/highres/ |
|
|
282 |
4659d 17h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4662d 12h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4669d 12h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4717d 23h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4726d 2h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4726d 3h |
spiker |
/highres/ |
|
|
275 |
4734d 2h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4735d 1h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4735d 2h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4735d 6h |
spiker |
/highres/textures/ |
|
|
271 |
4735d 6h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|