Crates
I finally succumbed to the temptation to make textures for the single most influential gameplay device known to man: The Crate.
Originally posted to shaderlab.com on June 24, 2001.
I finally succumbed to the temptation to make textures for the single most influential gameplay device known to man: The Crate.
Originally posted to shaderlab.com on June 24, 2001.
Was playing Steven Garafalo’s excellent Blackjack game when I was reminded of some work I’d done nearly a decade ago. Another life, another style:
Originally posted to shaderlab.com on June 22, 2001.
Set downloading is now supported. Clicking a DOWNLOAD ALL link will take you to a page on 3ddownloads.com where you can pick a mirror closest to you.
On another note, my mail server is currently hosed, so direct all flames here for the next day or so.
Originally posted to shaderlab.com on June 21, 2001.
This Friday at WHITEOUT: Xis will be cutting it up with guest Kaspar Hauser at Sno-Drift, San Francisco.
Move yo ASS!
On another note, the new “download all” feature is almost complete. I’ve spent some time recoding the back-end scripts to support some things down the road. Look for it in a day or two.
Originally posted to shaderlab.com on June 21, 2001.
New (old) texture set: FACTOR. 14 textures, some sci-fi, some something else. In PCX format.
Originally posted to shaderlab.com on June 20, 2001.
I just want to take a moment to promote some of the mods using Shaderlab textures. A few of note:
URBAN TERROR [Quake 3] NAVY SEALS: COVERT OPERATIONS [Quake 3] FULL METAL JACKET [Quake 3] ALLIANCE [Quake 3] REACTION QUAKE 3 [Quake 3] CRUSH DEPTH: LAND ASSAULT [Quake 3] GTP [Quake 3] SAS [Unreal Tournament] PARALLAX [Half-Life]
Originally posted to shaderlab.com on June 19, 2001.
The new site is slowly coming online. It was my goal with the new site to provide an better facility for finding textures. Hence the new, minimal design with all subcategories clearly labelled across the top of the page and the textures arranged in an easier-to-browse row/column format.
The old site’s extra features, including the new filter and package downloading will be implemented soon. In the meantime, feel free to browse the new hierarchy. Since the update, I’ve added lots of new textures in BRICK, CEMENT, METAL, STONE, TRIM, VEHICLES, WINDOWS and others, including the new NATURE section, including rock, sand and stones.
Thanks to Rust, Telefragged and ..::LvL for getting the word out.
If you have any comments on the new design, drop me an e-mail.
Originally posted to shaderlab.com on June 19, 2001.
Oh shit, IBM tagged my website!
Originally posted to shaderlab.com on April 20, 2001.
Eats, drinks, beats. Friday the 13th, San Francisco.
Details here.
This is just a subtext for a site redesign, which SL bloody well needs. :)
Originally posted to shaderlab.com on April 12, 2001.
Throwing another party this evening, at Sno-Drift in San Francisco. This time around, Ken Ishii (Tokyo) is headlining, along with our boys Javate and Markie.
Representing the front room will be Fil Latorre and Inhuman, of Staple fame, and Xis.
Lovin: XLR8R | SFStation | CitySearch
Visuals will be Quake 3, running my Woo mod with camera scripting, lens effects, and cel-shading. I’ll release the source sometime next week for anyone who wants to drop an action-cam spectator into their mod.
Note to self: RoQ encoding of a multi-minute video is slooooooooow.
Originally posted to shaderlab.com on April 5, 2001.