Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4532d 1h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4532d 23h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4533d 0h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4537d 12h |
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 |
4567d 1h |
spiker |
/highres/ |
|
|
286 |
4572d 12h |
spiker |
/highres/ |
4154 |
|
285 |
4598d 23h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4654d 23h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4655d 12h |
spiker |
/highres/ |
|
|
282 |
4655d 17h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4658d 12h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4665d 12h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4713d 23h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4722d 2h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4722d 3h |
spiker |
/highres/ |
|
|
275 |
4730d 2h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4731d 1h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4731d 2h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4731d 6h |
spiker |
/highres/textures/ |
|
|
271 |
4731d 6h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|