Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4519d 16h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4520d 13h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4520d 15h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4525d 3h |
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 |
4554d 15h |
spiker |
/highres/ |
|
|
286 |
4560d 3h |
spiker |
/highres/ |
4154 |
|
285 |
4586d 14h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4642d 14h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4643d 3h |
spiker |
/highres/ |
|
|
282 |
4643d 8h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4646d 3h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4653d 3h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4701d 14h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4709d 17h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4709d 18h |
spiker |
/highres/ |
|
|
275 |
4717d 16h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4718d 16h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4718d 17h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4718d 21h |
spiker |
/highres/textures/ |
|
|
271 |
4718d 21h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|