Feature resource thread....

Feature resource thread....

Tutorials & Resources For Mappers

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Feature resource thread....

Post by smoth »

Ok, as many of you know, I am working on features as I get the time. There are others also working on feature by combining our effort and saving on redundancy we can get more done. So as people finish features it would be nice for them to be posted so mappers have access to them. that is the purpose of this thread. It is my hope that we can give the community the features they need for their maps all in one thread.

:!: Guidelines: :!:
1: These models are only for Spring or whatever the original modeler wants to do with them. Do not steal these for any other project without the authors explicit permission.
2: This thread is not for feature discussion. ONLY post here if you are submitting a completed feature to the community.
3: If you use the any of the features, please consider crediting the author(s) when you post your map(s).
4: If you are a multiple feature submitter, please simply edit your post so we can avoid clutter.
5: To prevent bloat please keep the images you post below 600 pixels in width and do try to use some reasonable level of compression as this thread will be image heavy.

Texture and model naming:
Because there will be many textures and many models I encourage the usage of good naming conventions. If your model is rock1.s30, please consider naming the textures rock1.extension this will avoid future confusion with other features, also it may be good to include a readme document, but DO NOT name it README, this will likely get overwritten, it is good practice to name it after the zip it was in... I.E. ARGORM_rock.zip would have ARGORM_rock.txt

Hosting
There are many options to host your files/images:
1) fileuniverse, you can host both images and files here it is nice
2) other options forthcoming
3)I am willing to host some small files(less then 5 megs) for people and I will host some small images provided they are used only for this forum

:idea: End goal :idea:
I would like to(with the author(s) permission of course) eventually produce a series of feature packs that can be setup as say for example: a desert or icey pack. Including credits and the tdfs for the feature files. Allowing mappers quick acess to what is available.

Once we can get it GPLED(if A GPL is what we need) I would like to organize the models and package them. if the spring team will approve them to be included with spring, then give the files to the spring people. That way it can save on filespace for the users. It would also provide spring with features that are available to mappers after we the ones who made the features are long gone.

So we do not step on each others toes, this is the list of currently used:

feature names:
- buildings(not released) -
building1
building1stg2
building1stg3
building1stg4
- palm trees -
cluster1
cluster2
cluster3
cluster1_dead
cluster2_dead
cluster3_dead
- palmetto-
palmetto_1
palmetto_2
palmetto_3
-Lethan's rockpack-
LGreyRock1
MGreyRock1
MGreyRock2
MGreyRock3
SGreyRock1
TGreyRock1
-Lethan's cactus pack-
Cactus1
Cactus2
Cactus3
Cactus4
Cactus5
Cactus6
Cactus7

Textures:
building1.tga
building1damage.tga
building1.png
building1damage.png
palmetto.tga
palmtree.tga
LargeGreyRock1
MGreyRock1
MGreyRock2
MGreyRock3
SGreyRock1
TGreyRock1
Cactus1
Cactus2
Cactus3
Cactus4
Cactus5
Cactus6
Cactus7

for those with questions direct them to me via pm and I will reply promptly. It is my hope that this will help minimalize the disorganization here in :P


I would like to add my trees as well: (Beherith)
Altogether there are 28 trees, 14 high poly and 14 low poly. Textures are compatible with each other, modify them to your needs!
Image
ctrees.7z
28 trees
(1.45 MiB) Downloaded 254 times
Thank you AD 0 people for publicly releasing your assets!
7 palm trees of various sizes, more to come.
About 200 tris each, very nice texture as well (256)
S3o, tdf and texture included.

Image
ad0_senegal_palms_and_pines.7z
(792.11 KiB) Downloaded 200 times
Last edited by smoth on 26 Nov 2008, 06:58, edited 9 times in total.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

My featues, well the majority of them are on this map, if you have placed a feature in your map before they should be easy enough to figure out:

the few items that are not on this map, and the SLEW of vegitation on the blacklake swamp map, well are linked below... just rip them off the blacklake swamp map or whatever...

Image


Completed:

Rock Features

Grey Rocks:

LGreyRock1 (100)
MGreyRock1 (26)
MGreyRock2 (38)
MGreyRock3 (52)
SGreyRock1 (22)
TGreyRock1 (32)

Image

Large Cliff/Beach/Shoreline Rocks
Real Life Pictures of rocks like these:
http://www.michaeltaylor.ca/Culture/hopewell-high.jpg
http://www.michaeltaylor.ca/Culture/hopewell-low.jpg

SLRock1 (270)
SLRock2 (263)
SLRock3 (285)
SLRock4 (235)
SLRockCL1 (384)

Image

Cratered Moon Rocks (SKIPPED rocks 6, 7, and 8.. too tiny)
http://www.unknown-files.net/index.php? ... &dlid=1821

MoonRock1 (69)
MoonRock2 (68)
MoonRock3 (52)
MoonRock4 (34)
MoonRock5 (52)

Image

Energy Spires: (Use on magma maps, relaim for energy)
OTA Example

ESpire1 (138)
ESpire2 (240)
ESpire3 (236)
ESpire4 (462)
ESpire5 (408)

Image

Tiberium Crystals:

Tiberium01 (115)
Tiberium02 (115)
Tiberium03 (84)
Tiberium04 (84)
Tiberium05 (57)
Tiberium06 (57)
Tiberium07 (57)
Tiberium08 (42)
Tiberium09 (29)
Tiberium10 (17)

Image

Vegetation:

Cactus Features:

Cactus1 (56)
Cactus2 (118)
Cactus3 (71)
Cactus4 (132)
Cactus5 (40)
Cactus6 (92)
Cactus7 (157)

Image

Gigantic Swamp Trees: Note!! These trees are HUUUGE!, you can fit a small vehicle plant literally UNDER them.... they are approx 825 feet tall!!!! :twisted:

LSTreeM1 (491) \
LSTreeR1 (330) --> BOTH of these make LSTree1 (copy the structure on the map "Blacklake Swamp")

Image

Snowy Trees: (try not to put too many i.e. >800 on a map, as these may impact framerate terribly)

SnowTree1 (35)
SnowTree2 (54)
SnowTree3 (68)
SnowTree4 (94)
SnowTree5 (140)

Image

Other Objects:

Easter Island Statues:

EIStatue1 (966)
EIStatue2 (801)
EIStatue3 (771)
EIStatue4 (896)
EIStatue5 (1044)
EIStatue6 (1044)
EIStatue7 (255)
EIStatue8 (651)
EIStatueCL1 (2578)
EIStatueCL2 (1651)

Image

Tyranid Spires:TSpire1
TSpire2
TSpire3
TSpireC

ImageImage
ImageImage

-----------

Incomplete Current Projects:

Building Features:

Industrial/Refineries/etc: Status: Idle, texturing taking too much effort, will retun after I get generic models finished... all models completed, 1 texture half done...

Building1a (2058)
Building1b (2133)
Building1c (2470)
Building1d (2847)
Building1e (2888)

Image
ImageImage
ImageImage

Rock Features


Mars Weeds: Status: idle, some models done...

MWeed1
MWeed2
MWeed3

Image



problems with ANY of my features??? PM ME!

Disclaimer: I have not tried ANY of these models on a map yet, so I cannot guarantee their success, ANY testers, plese verify they work, and PM me.[/url]
Last edited by LathanStanley on 10 Apr 2007, 19:47, edited 57 times in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

So far I have 3 clusters of palm trees and 3 clusters of plamettos:

(download here)(.tdfs made by forboding angel)
Image
Image
Image

in this zip are both an old an new texture, for darker maps you may want to use the old texture.

Image
a s30 with a stack of 6ft(2m) tall people in it to help get your scale right. Use this to get your scale correct for spring.

Works In Progress:
Image
Last edited by smoth on 04 Mar 2006, 22:17, edited 2 times in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Ok i'm gonna release my features aswell. I'm not gonna follow the guidelines exactly. I did however included the tdf files, which the smoth and lathan did not yet included.

Also FU already has a Map-feature section so if you upload features let me know and i will move them there.

PS i can also be bugged for other FU tasks, just ask me :-)

Image

Download ice features

And i also release the rocks i made for Painted Desert remake. These models use a lot of polygons, but they don't look that good, keep in mind these were my first models EVER, and i worked hard on them :). Also included the tdf's

Image

Download PD rocks

Have fun using them :-)
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

1... Im notr just adding this as a coment, as I do have features, just none I'd wanna post yet... so look at thsi as a placeholder.

Also, the actull reason for teh post, can you not put all your content into 1 file?!? Because otherwise, as they get bigger, you'll have to keep redownloading the same files again and again... you get the picture.

aGorm
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

Dead Gaw

This is a destroyed and crashed GAW model. If ya use it just let me know ya did and tell people where ya' got it from. -Smoth
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

This thread is a feature dump only, no more off topic posts/requests/questions. Make new threads for those things, keep this thread clean
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Feature resource thread....

Post by SpikedHelmet »

-Trees-

S44tree_01a
S44tree_01b
S44tree_01c
Image

S44tree_02a
S44tree_02b
S44tree_02c
Image

S44tree_sprucea
S44tree_spruceb
S44tree_sprucec
S44tree_spruced
Image

Image

Get them here!:
http://spring1944.com/s44/files/S44%20Trees.rar
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

MechCommander 2 City Block Pack

Post by Pressure Line »

MechCommander 2 City Block Pack v2:

Image

A pack of 12 urban buildings. 2, 4, 6 (not shown) and 8 story. Textures taken from MechCommander 2 Shared Source Release. For further details on the particulars of the license please read the included mc2license.txt.

Buildings:

2 Story:
mc2city2a.s3o (mc2city2a.tga mc2city2a2.tga)
mc2city2b.s3o (mc2city2b.tga mc2city2b2.tga)
mc2city2c.s3o (mc2city2c.tga mc2city2c2.tga)

4 Story:
mc2city4a.s3o (mc2city4a.tga mc2city4a2.tga)
mc2city4b.s3o (mc2city4b.tga mc2city4b2.tga)
mc2city4c.s3o (mc2city4c.tga mc2city4c2.tga)

6 Story: uses 8 story building texture
mc2city6a.s3o (mc2city8a.tga mc2city8a2.tga)
mc2city6b.s3o (mc2city8b.tga mc2city8b2.tga)
mc2city6c.s3o (mc2city8c.tga mc2city8c2.tga)

8 Story:
mc2city8a.s3o (mc2city8a.tga mc2city8a2.tga)
mc2city8b.s3o (mc2city8b.tga mc2city8b2.tga)
mc2city8c.s3o (mc2city8c.tga mc2city8c2.tga)
Attachments
mc2citypackv2.zip
Mech Commander 2 City Block Pack v2
(279.09 KiB) Downloaded 208 times
Last edited by Pressure Line on 15 Apr 2009, 02:08, edited 5 times in total.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: MechCommander 2 City Block Pack

Post by Pressure Line »

MechCommander 2 Industrial Pack:

Image

A pack of 9 industrial buildings, various sizes. Textures taken from MechCommander 2 Shared Source Release. For further details on the particulars of the license please read the included EULA.txt.

Buildings:
mc2chemicalplant.s3o (mc2chemicalplant.tga mc2chemicalplant2.tga)
mc2heavyindustrial.s3o (mc2heavyindustrial.tga mc2heavyindustrial2.tga)
mc2industrialcomplex.s3o (mc2industrialcomplex.tga mc2industrialcomplex2.tga)
mc2industrialplant.s3o (mc2industrialplant.tga mc2industrialplant2.tga)
mc2processing.s3o (mc2processing.tga mc2processing2.tga)
mc2purification.s3o (mc2purification.tga mc2purification2.tga)
mc2transformer.s3o (mc2transformer.tga mc2transformer2.tga)
mc2valvestation.s3o (mc2valvestation.tga mc2valvestation2.tga)
mc2wasteprocessor.s3o (mc2wasteprocessor.tga mc2wasteprocessor2.tga)
Attachments
mc2industrialpack.zip
MechCommander 2 Industrial Pack
(319.65 KiB) Downloaded 217 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

Just a pine tree I made and think looks decent:
Image
512*512 texture, 400 tris.
Attachments
pinetree3.7z
(258.42 KiB) Downloaded 142 times
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Feature resource thread....

Post by smoth »

1v0ry_k1ng wrote:all these links seem dead

where can I find rocks? I need rocks!
I am working on that as soon as I get back. If you need any of the rock features that were listed in this thread, they are all available in grts. I am super strapped for time but the files are there.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Feature resource thread....

Post by SirArtturi »

Artturi's Tree Set

Download link:
http://www.springfiles.com/show_file.php?id=2504

Package contains high and low poly trees. Low poly trees are highly recommended though for best performance...

Features:

Image
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

Thanks guys at 0 AD!

Very good looking, and reasonably low poly (120-400) trees!

Image

Image
The attachment ad0baobab.7z is no longer available
Attachments
ad0baobab.7z
(111.94 KiB) Downloaded 109 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

10 rocks, of various sizes (not all pictured) with luas and tdfs and a do whatever you want license.
brocks.7z
(405.68 KiB) Downloaded 120 times
If you dislike the texture, you can replace with any image and it will tile seamlessly.

Image
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

Some more frosty pine trees, Thanks to the great guys at 0 AD (Wildfire Games)
Total of 10, they look much nicer than the screenshot. TDF and Lua defs included.
Image
Attachments
ad0_frosty_pines.7z
(360.9 KiB) Downloaded 124 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

12 pretty bushes:
ad0_newbush.7z
(56.01 KiB) Downloaded 113 times

Also some nice houses: (free licence, do whatever you want):

Image
s44_beherith_houses.7z
(270.16 KiB) Downloaded 135 times
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smoke_th
Posts: 140
Joined: 25 May 2010, 13:15

Re: Feature resource thread....

Post by smoke_th »

Well and where now i can find tiberium? :(
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Feature resource thread....

Post by Beherith »

Get latest gundam or evorts
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Feature resource thread....

Post by Forboding Angel »

Evo currently has all of the features ever released for spring maps (except pressureline's buildings, and that's only because I'm too lazy to make proper featuredefs for them).

So... yeah. If you have tortoise the svn address is svn.evolutionrts.info, if you don't, you can get them one at a time from redmine.evolutionrts.info
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