Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4551d 15h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4552d 13h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4552d 14h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4557d 2h |
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 |
4586d 14h |
spiker |
/highres/ |
|
|
286 |
4592d 2h |
spiker |
/highres/ |
4154 |
|
285 |
4618d 13h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4674d 13h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4675d 2h |
spiker |
/highres/ |
|
|
282 |
4675d 7h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4678d 2h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4685d 2h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4733d 13h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4741d 16h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4741d 17h |
spiker |
/highres/ |
|
|
275 |
4749d 16h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4750d 15h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4750d 16h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4750d 20h |
spiker |
/highres/textures/ |
|
|
271 |
4750d 20h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|