
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.