Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4523d 20h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4524d 18h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4524d 19h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4529d 7h |
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 |
4558d 19h |
spiker |
/highres/ |
|
|
286 |
4564d 7h |
spiker |
/highres/ |
4154 |
|
285 |
4590d 18h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4646d 18h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4647d 7h |
spiker |
/highres/ |
|
|
282 |
4647d 12h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4650d 7h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4657d 7h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4705d 18h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4713d 21h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4713d 22h |
spiker |
/highres/ |
|
|
275 |
4721d 21h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4722d 20h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4722d 21h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4723d 1h |
spiker |
/highres/textures/ |
|
|
271 |
4723d 1h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|