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In-game screenshot. The terrain system utilized a series of 8-bit masks filled with very small tiling textures. These tiles would change resolution at pre-determined altitude layers and allowed for high resolution while using a minimal amount of system memory. The hedgerows were placed using 1-bit alpha masks with a slight random drift for placement-they took on a very realistic form in this way.
All textures, maps, and masks by Corey Keller.