Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4548d 13h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4549d 11h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4549d 12h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4554d 0h |
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 13h |
spiker |
/highres/ |
|
|
286 |
4589d 0h |
spiker |
/highres/ |
4154 |
|
285 |
4615d 12h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4671d 11h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4672d 0h |
spiker |
/highres/ |
|
|
282 |
4672d 5h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4675d 0h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4682d 1h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4730d 12h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4738d 15h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4738d 16h |
spiker |
/highres/ |
|
|
275 |
4746d 14h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4747d 13h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4747d 15h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4747d 19h |
spiker |
/highres/textures/ |
|
|
271 |
4747d 19h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|