Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4533d 5h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4534d 2h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4534d 4h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4538d 16h |
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 |
4568d 4h |
spiker |
/highres/ |
|
|
286 |
4573d 15h |
spiker |
/highres/ |
4154 |
|
285 |
4600d 3h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4656d 2h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4656d 16h |
spiker |
/highres/ |
|
|
282 |
4656d 21h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4659d 15h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4666d 16h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4715d 3h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4723d 6h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4723d 7h |
spiker |
/highres/ |
|
|
275 |
4731d 5h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4732d 4h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4732d 6h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4732d 10h |
spiker |
/highres/textures/ |
|
|
271 |
4732d 10h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|