Rev |
Age |
Author |
Path |
Log message |
Diff |
291 |
4538d 20h |
nightfright |
/ |
Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes) |
|
290 |
4539d 18h |
nightfright |
/ |
Modified: frozen textures for #603 (Supertanker model) |
|
289 |
4539d 19h |
nightfright |
/ |
Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe) |
|
288 |
4544d 7h |
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 |
4573d 19h |
spiker |
/highres/ |
|
|
286 |
4579d 7h |
spiker |
/highres/ |
4154 |
|
285 |
4605d 18h |
nightfright |
/ |
Reverted to previous versions: 341-343 |
|
284 |
4661d 18h |
loomsday |
/highres/sprites/props/ |
doublesided now |
|
283 |
4662d 7h |
spiker |
/highres/ |
|
|
282 |
4662d 12h |
plagman |
/highres/projections/ |
Y-invert projections as the engine changed to render them upside down. |
|
281 |
4665d 7h |
nightfright |
/ |
Modified: #341, 343 |
|
280 |
4672d 7h |
nightfright |
/ |
Modified: #342, 343, 821, 916, 917 |
|
278 |
4720d 18h |
loomsday |
/highres/ |
#369 polymerized + #797 recreated |
|
277 |
4728d 21h |
spiker |
/highres/sprites/ |
Decal and muzzle tweaks |
|
276 |
4728d 22h |
spiker |
/highres/ |
|
|
275 |
4736d 21h |
nightfright |
/ |
Modified: #3281 (new loading screen by Lightsource) |
|
274 |
4737d 20h |
loomsday |
/highres/ |
polyTile #367 |
|
273 |
4737d 21h |
spiker |
/highres/ |
885 polymerized |
|
272 |
4738d 1h |
spiker |
/highres/textures/ |
|
|
271 |
4738d 1h |
spiker |
/highres/ |
- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. |
|