Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4550d 10h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4551d 8h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4551d 9h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4555d 21h |
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 |
4585d 9h |
spiker |
/highres/ |
|
|
286 |
4590d 21h |
spiker |
/highres/ |
4154 |
|
285 |
4617d 8h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4673d 8h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4673d 21h |
spiker |
/highres/ |
|
|
282 |
4674d 2h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4676d 21h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4683d 21h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4732d 8h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4740d 11h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4740d 12h |
spiker |
/highres/ |
|
|
275 |
4748d 11h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4749d 10h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4749d 11h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4749d 15h |
spiker |
/highres/textures/ |
|
|
271 |
4749d 15h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|