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317 4495d 13h leod /highres/textures/ Polymost grass #2  
316 4495d 13h leod /highres/ Polymost grass #1  
308 4501d 8h leod /highres/ texture folder is Polymost-complete
(Polymer diffuse maps renamed to *_d.png)
 
306 4501d 19h leod /highres/ JPG->PNG conversions reverted  
305 4502d 7h leod /highres/ JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png)
 
304 4502d 8h leod /highres/textures/ Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch.  
303 4502d 9h leod /highres/ More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png)
 
302 4502d 18h leod /highres/textures/ fix case of 1151 #2  
301 4502d 18h leod /highres/textures/ fix case of 1151 #1  
300 4502d 19h leod /highres/ First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png)
 
298 4503d 21h devastator /highres/ added 1139 1151 Dif Nrm Spec  
295 4521d 20h spiker /highres/ 281  
294 4522d 12h spiker /highres/ Added 4266  
292 4524d 19h 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 4540d 0h 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 4569d 12h spiker /highres/  
286 4574d 23h spiker /highres/ 4154  
285 4601d 11h nightfright / Reverted to previous versions: 341-343  
283 4658d 0h spiker /highres/  
281 4660d 23h nightfright / Modified: #341, 343  

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