Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4539d 5h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4540d 3h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4540d 4h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4544d 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 |
4574d 5h |
spiker |
/highres/ |
|
|
286 |
4579d 16h |
spiker |
/highres/ |
4154 |
|
285 |
4606d 4h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4662d 3h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4662d 16h |
spiker |
/highres/ |
|
|
282 |
4662d 22h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4665d 16h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4672d 17h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4721d 4h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4729d 7h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4729d 8h |
spiker |
/highres/ |
|
|
275 |
4737d 6h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4738d 5h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4738d 7h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4738d 11h |
spiker |
/highres/textures/ |
|
|
271 |
4738d 11h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|