Rev |
Age |
Author |
Path |
Log message |
Diff |
298 |
4520d 14h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4538d 12h |
spiker |
/highres/ |
281 |
|
294 |
4539d 4h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4541d 11h |
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 |
4556d 16h |
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 |
4586d 4h |
spiker |
/highres/ |
|
|
286 |
4591d 16h |
spiker |
/highres/ |
4154 |
|
285 |
4618d 3h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4674d 16h |
spiker |
/highres/ |
|
|
281 |
4677d 16h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4684d 16h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4733d 3h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4741d 7h |
spiker |
/highres/ |
|
|
274 |
4750d 5h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4750d 6h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4750d 10h |
spiker |
/highres/textures/ |
|
|
271 |
4750d 10h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4751d 6h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4753d 8h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4754d 6h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|