Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4629d 10h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4630d 7h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4630d 9h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4634d 21h |
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 |
4664d 9h |
spiker |
/highres/ |
|
|
286 |
4669d 20h |
spiker |
/highres/ |
4154 |
|
285 |
4696d 8h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4752d 7h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4752d 21h |
spiker |
/highres/ |
|
|
282 |
4753d 2h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4755d 20h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4762d 21h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4811d 8h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4819d 11h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4819d 12h |
spiker |
/highres/ |
|
|
275 |
4827d 10h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4828d 9h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4828d 11h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4828d 15h |
spiker |
/highres/textures/ |
|
|
271 |
4828d 15h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|