Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4584d 9h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4585d 7h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4585d 8h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4589d 20h |
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 |
4619d 9h |
spiker |
/highres/ |
|
|
286 |
4624d 20h |
spiker |
/highres/ |
4154 |
|
285 |
4651d 7h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4707d 7h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4707d 20h |
spiker |
/highres/ |
|
|
282 |
4708d 1h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4710d 20h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4717d 21h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4766d 8h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4774d 11h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4774d 11h |
spiker |
/highres/ |
|
|
275 |
4782d 10h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4783d 9h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4783d 10h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4783d 15h |
spiker |
/highres/textures/ |
|
|
271 |
4783d 15h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|