Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4630d 16h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4631d 13h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4631d 15h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4636d 2h |
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 |
4665d 15h |
spiker |
/highres/ |
|
|
286 |
4671d 2h |
spiker |
/highres/ |
4154 |
|
285 |
4697d 14h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4753d 13h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4754d 2h |
spiker |
/highres/ |
|
|
282 |
4754d 8h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4757d 2h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4764d 3h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4812d 14h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4820d 17h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4820d 18h |
spiker |
/highres/ |
|
|
275 |
4828d 16h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4829d 15h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4829d 17h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4829d 21h |
spiker |
/highres/textures/ |
|
|
271 |
4829d 21h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|