Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4557d 4h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4558d 2h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4558d 3h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4562d 15h |
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 |
4592d 4h |
spiker |
/highres/ |
|
|
286 |
4597d 15h |
spiker |
/highres/ |
4154 |
|
285 |
4624d 2h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4680d 2h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4680d 15h |
spiker |
/highres/ |
|
|
282 |
4680d 20h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4683d 15h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4690d 16h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4739d 3h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4747d 6h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4747d 7h |
spiker |
/highres/ |
|
|
275 |
4755d 5h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4756d 4h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4756d 5h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4756d 10h |
spiker |
/highres/textures/ |
|
|
271 |
4756d 10h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|