Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4569d 19h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4570d 16h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4570d 18h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4575d 6h |
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 |
4604d 18h |
spiker |
/highres/ |
|
|
286 |
4610d 6h |
spiker |
/highres/ |
4154 |
|
285 |
4636d 17h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4692d 17h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4693d 6h |
spiker |
/highres/ |
|
|
282 |
4693d 11h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4696d 6h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4703d 6h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4751d 17h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4759d 20h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4759d 21h |
spiker |
/highres/ |
|
|
275 |
4767d 19h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4768d 19h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4768d 20h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4769d 0h |
spiker |
/highres/textures/ |
|
|
271 |
4769d 0h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|