Rev |
Age |
Author |
Path |
Log message |
Diff |
305 |
4500d 17h |
leod |
/highres/ |
JPG Polymost textures brought back as PNG into the repository
(Polymer diffuse maps renamed/converted to *_d.png) |
|
304 |
4500d 18h |
leod |
/highres/textures/ |
Forgot to ADD the renamed Polymer diffuse maps before committing. Ouch. |
|
303 |
4500d 19h |
leod |
/highres/ |
More Polymost textures (PNG) brought back into the repository
(Polymer diffuse maps renamed to *_d.png) |
|
302 |
4501d 4h |
leod |
/highres/textures/ |
fix case of 1151 #2 |
|
301 |
4501d 4h |
leod |
/highres/textures/ |
fix case of 1151 #1 |
|
300 |
4501d 4h |
leod |
/highres/ |
First Polymost texture brought back into the repository
(Polymer diffuse map renamed to *_d.png) |
|
298 |
4502d 7h |
devastator |
/highres/ |
added 1139 1151 Dif Nrm Spec |
|
295 |
4520d 6h |
spiker |
/highres/ |
281 |
|
294 |
4520d 22h |
spiker |
/highres/ |
Added 4266 |
|
292 |
4523d 4h |
nightfright |
/ |
Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work) |
|
288 |
4538d 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 |
4567d 22h |
spiker |
/highres/ |
|
|
286 |
4573d 9h |
spiker |
/highres/ |
4154 |
|
285 |
4599d 21h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
283 |
4656d 9h |
spiker |
/highres/ |
|
|
281 |
4659d 9h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4666d 10h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4714d 21h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
276 |
4723d 1h |
spiker |
/highres/ |
|
|
274 |
4731d 22h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4732d 0h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4732d 4h |
spiker |
/highres/textures/ |
|
|
271 |
4732d 4h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|
270 |
4733d 0h |
spiker |
/highres/ |
Content by Lightsource |
|
269 |
4735d 1h |
loomsday |
/highres/ |
polymerTile #318 |
|
268 |
4736d 0h |
loomsday |
/highres/ |
polymer-ed tile #317 |
|
266 |
4746d 22h |
loomsday |
/highres/ |
#371 polymerized, #152 glow added |
|
265 |
4750d 12h |
spiker |
/highres/ |
Fixes some broken normal maps |
|
264 |
4769d 8h |
nightfright |
/ |
Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone) |
|
263 |
4775d 4h |
nightfright |
/ |
Updated: #821, 1189, 2493 |
|
261 |
4795d 23h |
nightfright |
/ |
Updated: #707, 708, 2502, 2503; Removed: #757 (pal24) |
|
259 |
4799d 10h |
nightfright |
/ |
Updated: #757, E1L3.mhk (new Polymer spotlights by Micky C) |
|
257 |
4804d 23h |
parkar |
/ |
Added installer source. |
|
237 |
4840d 5h |
devastator |
/highres/ |
349 and 454 diffuse update |
|
234 |
4846d 4h |
devastator |
/highres/ |
333-334 Tentacles embracing |
|
233 |
4846d 8h |
devastator |
/highres/ |
Remade 344 for future tentacle embracing. |
|
229 |
4849d 22h |
nightfright |
/ |
Re-added (after rename): 249_d, 250_d/s, 746_n/s |
|
228 |
4849d 22h |
nightfright |
/highres/textures/ |
Deleted for renaming: 249_D, 250_D/S, 746_N/S |
|
227 |
4849d 22h |
nightfright |
/ |
Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch) |
|
226 |
4849d 23h |
devastator |
/highres/ |
1140 embracing set for japanese paper-walls |
|