RR

Shaders, Round 2

May 5, 2000

Originally posted to shaderlab.com on May 5, 2000.

Added the last part of the original urban set. Decided that the environment maps I was using weren’t making the cut. Decent ones will be up here soon.

New today: Metal, Trim, Walls, Windows, and Wood.

Sample Oxide Screenshot

May 5, 2000

Originally posted to shaderlab.com on May 5, 2000.

Here’s a screenshot of a map created to test the Oxide (Urban) shader set. It demonstrates a little of what I was trying to achieve with the textures.

More Metal, New Section

May 5, 2000

Originally posted to shaderlab.com on May 5, 2000.

Installed a new section under Shaders: Archived. This is a place for archived textures, including textures made for older engines, 8-bit textures, and texture sets. The first member is a set of Unreal/Marathon textures in a hand-drawn urban vein. Some signage thrown in there for good measure as well.

Also added today are 5 new textures in the Metal section. They are of the abused red variety.

Additions

May 5, 2000

Originally posted to shaderlab.com on May 5, 2000.

Added some proper linkage to the Shaderlab soundtrack: Tag’s Trance Trip, the stream with all the good techno kit.

Shaders, Round 1

May 4, 2000

Originally posted to shaderlab.com on May 4, 2000.

Placed many of the textures from the sample set into their new homes in the Shaders section. Brick, cement, asphalt and concrete are represented with clickable thumbnails and individually zipped downloadable goodness.

More to come…

Texture Kung Fu

April 17, 2000

Originally posted to shaderlab.com on April 17, 2000.

Shaderlab will be open soon. If you’re looking for textures in the meantime, try this test release. It's a largish (10MB) zip with 90-odd textures in tga format, along with a Quake 3 Arena shader script. Update: File removed; please download individual textures from the Shaders section.

At some point there will be a more complete license, but for now here’s the gist: Free textures for use in non commercial maps, mods or TCs. All that I ask is a shout in the readme, and a link back here.