Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4631d 8h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4632d 6h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4632d 7h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4636d 19h |
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 |
4666d 7h |
spiker |
/highres/ |
|
|
286 |
4671d 19h |
spiker |
/highres/ |
4154 |
|
285 |
4698d 6h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4754d 6h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4754d 19h |
spiker |
/highres/ |
|
|
282 |
4755d 0h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4757d 19h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4764d 19h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4813d 6h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4821d 9h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4821d 10h |
spiker |
/highres/ |
|
|
275 |
4829d 9h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4830d 8h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4830d 9h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4830d 13h |
spiker |
/highres/textures/ |
|
|
271 |
4830d 13h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|