Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4628d 19h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4629d 17h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4629d 18h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4634d 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 |
4663d 18h |
spiker |
/highres/ |
|
|
286 |
4669d 6h |
spiker |
/highres/ |
4154 |
|
285 |
4695d 17h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4751d 17h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4752d 6h |
spiker |
/highres/ |
|
|
282 |
4752d 11h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4755d 6h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4762d 6h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4810d 17h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4818d 20h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4818d 21h |
spiker |
/highres/ |
|
|
275 |
4826d 20h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4827d 19h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4827d 20h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4828d 0h |
spiker |
/highres/textures/ |
|
|
271 |
4828d 0h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|