Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4623d 22h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4624d 19h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4624d 21h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4629d 9h |
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 |
4658d 21h |
spiker |
/highres/ |
|
|
286 |
4664d 8h |
spiker |
/highres/ |
4154 |
|
285 |
4690d 20h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4746d 19h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4747d 9h |
spiker |
/highres/ |
|
|
282 |
4747d 14h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4750d 8h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4757d 9h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4805d 20h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4813d 23h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4814d 0h |
spiker |
/highres/ |
|
|
275 |
4821d 22h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4822d 21h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4822d 23h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4823d 3h |
spiker |
/highres/textures/ |
|
|
271 |
4823d 3h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|