Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4577d 6h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4578d 4h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4578d 5h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4582d 17h |
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 |
4612d 5h |
spiker |
/highres/ |
|
|
286 |
4617d 17h |
spiker |
/highres/ |
4154 |
|
285 |
4644d 4h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4700d 4h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4700d 17h |
spiker |
/highres/ |
|
|
282 |
4700d 22h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4703d 17h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4710d 17h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4759d 4h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4767d 7h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4767d 8h |
spiker |
/highres/ |
|
|
275 |
4775d 6h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4776d 6h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4776d 7h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4776d 11h |
spiker |
/highres/textures/ |
|
|
271 |
4776d 11h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|