Rev |
Age |
Author |
Path |
Log message |
Diff |
298 |
4538d 6h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4556d 5h |
spiker |
/highres/ |
281 |
|
294 |
4556d 21h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4559d 4h |
nightfright |
/ |
Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work) |
|
288 |
4574d 9h |
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 |
4603d 21h |
spiker |
/highres/ |
|
|
286 |
4609d 9h |
spiker |
/highres/ |
4154 |
|
285 |
4635d 20h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4692d 9h |
spiker |
/highres/ |
|
|
281 |
4695d 9h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4702d 9h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4750d 20h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4759d 0h |
spiker |
/highres/ |
|
|
274 |
4767d 22h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4767d 23h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4768d 3h |
spiker |
/highres/textures/ |
|
|
271 |
4768d 3h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4768d 23h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4771d 1h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4771d 23h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|