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317 4538d 7h leod /highres/textures/ Polymost grass #2  
316 4538d 7h leod /highres/ Polymost grass #1  
308 4544d 1h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4544d 13h leod /highres/ JPG->PNG conversions reverted  
305 4545d 1h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4545d 2h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4545d 2h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4545d 12h leod /highres/textures/ fix case of 1151 #2  
301 4545d 12h leod /highres/textures/ fix case of 1151 #1  
300 4545d 12h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4546d 15h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4564d 13h spiker /highres/ 281  
294 4565d 5h spiker /highres/ Added 4266  
292 4567d 12h 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 4582d 17h 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 4612d 5h spiker /highres/  
286 4617d 17h spiker /highres/ 4154  
285 4644d 4h nightfright / Reverted to previous versions: 341-343  
283 4700d 17h spiker /highres/  
281 4703d 17h nightfright / Modified: #341, 343  

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