Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4508d 1h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4508d 22h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4509d 0h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4513d 11h |
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 |
4543d 0h |
spiker |
/highres/ |
|
|
286 |
4548d 11h |
spiker |
/highres/ |
4154 |
|
285 |
4574d 23h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4630d 22h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4631d 11h |
spiker |
/highres/ |
|
|
282 |
4631d 17h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4634d 11h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4641d 12h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4689d 23h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4698d 2h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4698d 3h |
spiker |
/highres/ |
|
|
275 |
4706d 1h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4707d 0h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4707d 2h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4707d 6h |
spiker |
/highres/textures/ |
|
|
271 |
4707d 6h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|