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317 4499d 10h leod /highres/textures/ Polymost grass #2  
316 4499d 10h leod /highres/ Polymost grass #1  
308 4505d 4h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4505d 16h leod /highres/ JPG->PNG conversions reverted  
305 4506d 4h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4506d 5h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4506d 5h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4506d 15h leod /highres/textures/ fix case of 1151 #2  
301 4506d 15h leod /highres/textures/ fix case of 1151 #1  
300 4506d 15h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4507d 18h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4525d 16h spiker /highres/ 281  
294 4526d 8h spiker /highres/ Added 4266  
292 4528d 15h 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 4543d 20h 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 4573d 8h spiker /highres/  
286 4578d 20h spiker /highres/ 4154  
285 4605d 7h nightfright / Reverted to previous versions: 341-343  
283 4661d 20h spiker /highres/  
281 4664d 20h nightfright / Modified: #341, 343  

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