::path// Ilium Rise : Projects : Shade FPS
::leak//

introduction

the shade first person shooter engine was an attempt to create a engine similar to Quake's using OpenGL. it was started in late 2000 and was abandoned in early 2001. it currently has the ability to open a Quake bsp and allow the user to walk around in it. the clipping is extremely buggy. binaries and source code may be released eventually. although no actual code from the Quake source was used, i borrowed enough ideas from it that you might as well take a look at the Quake source code as it is much more complete.

engine

the engine reads in Quake 1 bsps, displays them, and allows the user to walk around inside the world. it features 32-bit tga textures, high quality lighting, Quake 2 style skyboxes, and rudimentary Quake 2 model support.

gallery

the screenshots in this gallery are testmaps created using Scott Kevill's abandoned Quiver macintosh Quake map editor. they make use of ydnar's textures from Shaderlab. the models are reskinned quake 2 models. none of this was used with permission, which is why i'll have to make a few test textures and models of my own before i officially release the source.

Shade Testing Facility - (16bit, 80k)
Two Green Meanies - (16bit, 80k)
Desert Warehouse - (16bit, 60k)

downloads

coming soon


copyright 2001 troy lawlor all rights reserved. designed on a mac art: photoshop html: bbedit
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