Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4480d 22h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4481d 20h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4481d 21h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4486d 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 |
4515d 22h |
spiker |
/highres/ |
|
|
286 |
4521d 9h |
spiker |
/highres/ |
4154 |
|
285 |
4547d 20h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4603d 20h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4604d 9h |
spiker |
/highres/ |
|
|
282 |
4604d 14h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4607d 9h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4614d 10h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4662d 21h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4671d 0h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4671d 0h |
spiker |
/highres/ |
|
|
275 |
4678d 23h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4679d 22h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4679d 23h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4680d 4h |
spiker |
/highres/textures/ |
|
|
271 |
4680d 4h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|