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317 4511d 0h leod /highres/textures/ Polymost grass #2  
316 4511d 0h leod /highres/ Polymost grass #1  
308 4516d 18h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4517d 5h leod /highres/ JPG->PNG conversions reverted  
305 4517d 18h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4517d 19h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4517d 19h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4518d 4h leod /highres/textures/ fix case of 1151 #2  
301 4518d 4h leod /highres/textures/ fix case of 1151 #1  
300 4518d 5h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4519d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4537d 6h spiker /highres/ 281  
294 4537d 22h spiker /highres/ Added 4266  
292 4540d 5h 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 4555d 10h 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 4584d 22h spiker /highres/  
286 4590d 10h spiker /highres/ 4154  
285 4616d 21h nightfright / Reverted to previous versions: 341-343  
283 4673d 10h spiker /highres/  
281 4676d 10h nightfright / Modified: #341, 343  

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