Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4523d 23h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4524d 20h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4524d 22h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4529d 10h |
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 |
4558d 22h |
spiker |
/highres/ |
|
|
286 |
4564d 9h |
spiker |
/highres/ |
4154 |
|
285 |
4590d 21h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4646d 20h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4647d 10h |
spiker |
/highres/ |
|
|
282 |
4647d 15h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4650d 9h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4657d 10h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4705d 21h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4714d 0h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4714d 1h |
spiker |
/highres/ |
|
|
275 |
4721d 23h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4722d 22h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4723d 0h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4723d 4h |
spiker |
/highres/textures/ |
|
|
271 |
4723d 4h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|