Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4548d 12h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4549d 9h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4549d 11h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4553d 23h |
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 |
4583d 11h |
spiker |
/highres/ |
|
|
286 |
4588d 22h |
spiker |
/highres/ |
4154 |
|
285 |
4615d 10h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4671d 9h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4671d 23h |
spiker |
/highres/ |
|
|
282 |
4672d 4h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4674d 22h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4681d 23h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4730d 10h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4738d 13h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4738d 14h |
spiker |
/highres/ |
|
|
275 |
4746d 12h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4747d 11h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4747d 13h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4747d 17h |
spiker |
/highres/textures/ |
|
|
271 |
4747d 17h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|