'Nature' Texture Pack
 by Alex Pölloth ('Kartoffel')

 - I'm sorry for any bad english below -



Created for the AUM Summer 2011 Contest...
...and for those who have trouble with Nature Textures.

Done from the 4th of September 2011 to the 14th of September 2011. (except cloud shader)

This Pack Contains a Collection of High-
Quality Textures that can be used for outdoor Levels.
It also includes a very simple cloud shader.
The Textures are saved as .dds-Files without Mipmaps.
A '.dds'-plugin for GIMP is also included. // I didn't create this

The Files in this Pack can be used -of course- for free or commercial projects.
It's not nessesacy but it would be nice if you show name in the credits
and send me an email (alex.poelloth@web.de) for which game you've used it.

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///  Content
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< Terrain Textures (seamless) >
 - [Highres] Gras
 - [Highres] Sand
 - [Highres] Stone
 - Dirt
 - Snow/Ice
 - Underwater

-> [Highres]  4096x4096 // It would be a good idea to scale them down to a resolution you want. Using 4096² textures can cause slow loding times.
-> all other  2048x2048 // Smaller than the [Highres] Textures but still big. Scaling is useful in some cases - but not necessary.

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< Other Textures (seamless) >
 - Stone (3)
 - Dirt 3
 - Gravel 2
 - Wood
 - Water
 - Ice

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< Other >
 - .dds-Plugin for GIMP // very useful to save or convert textures into .dds;  I didn't create this!!!

 - Tutorial: Seamless Textures (German only) // Das Tutorial ist in extrem Kurzer zeit entstanden und möglicher weise nich so gut verständlich...

 - a very simlpe -but nice- dynamic cloud shader
  // This is one of the first shaders I've created, within the 30-day-trial.
  // The shader code is very simple. The shader only does what I do when making cloud textures.
  // there are 8 layers and 1 base layer with a resolution of 4096x4096. (Needs a lot of RAM)
  // all layers are moving in different directions. It took a HELL of time, to get that working - but finally it does. ...And with 9 diffrent moving layers it's impossible to see how easy the shader actually is
  // the cloud alpha is: base_layer - layer_1 - layer_2 - layer_3 - ... - layer_8;
  // !! I think it's not written very efficient... but it does, what it should do


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/// 09/14/2011
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