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 Forum index » Modding Central » Media Hut » 3D Models
Various Red Alert 1 buildings [.obj]
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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Nov 08, 2022 7:17 pm    Post subject:  Various Red Alert 1 buildings [.obj] Reply with quote  Mark this post and the followings unread

Various Red Alert 1 buildings I made for my own sh!ts and giggles. I have decided to put them up for others to mess with. Models are Wavefront .obj and .png textures.

https://1drv.ms/u/s!AuKBdbXHNeXEiQsc2Jl61rqz3kKm?e=aFNAIP


Allied.png
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Allied.png



Allied Chrono.png
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Allied Chrono.png



Sov.png
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Sov.png



Sov Harv.png
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Sov Harv.png



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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 08, 2022 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff here. Smile

Just in case something goes wrong with the link in the first post, we have a mirror for it in PPM as well:

https://www.ppmsite.com/download/Red_Alert_Buildings.zip

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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Nov 09, 2022 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for hosting a mirror!
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 09, 2022 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look good, I'm tempted to make some renders so they can be used in TS/RA2.
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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Nov 09, 2022 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like they could work.  Some of the detail is lost when seen from a distance but quick and dirty UV scaling dose help.


RA Builds.png
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 Viewed:  833 Time(s)

RA Builds.png



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drive
Grenadier


Joined: 11 May 2013
Location: In a moving Trompete.

PostPosted: Wed Nov 09, 2022 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Done!

Learned how to use a 3d program myself in April this year and also made red alert 1 buildings knowing how tricky they are to make.

Let me guess making a statue for the soviet lab isn't your favourite thing to do either  Laughing

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Allen
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Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Nov 10, 2022 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wanted no part of making a statue for the Sov Tech.  Laughing
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Fri Nov 11, 2022 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great work, thanks!
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Code_Man
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PostPosted: Thu Nov 17, 2022 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool beans, those are really nice.

Since you dont specify terms of usage, is it cool if i use these under mit x11 license?
Not that i have any project going on right now that really usess them.
But i would to try port those to some engine, perhaps even an fps one and add interiors and such sort.
Would be glad to rerelease updated versions when(if) i get around doing that sine im real busy right now.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Nov 17, 2022 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

When the person does not share the terms of usage, when posting the resource in PPM forums, the resources are protected with the terms at the following post:

https://ppmforums.com/topic-20962/faq-about-using-3rd-party-resources/

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Code_Man
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PostPosted: Fri Nov 18, 2022 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for pointing out.
I am hoping i get explicit permission to use under mit x11 since it ties in nicely with the engine id like to use,
The thing is if i use stuff and then want to release a proper game i need a proper license and i hate mixing.
Mit x11 is nice because you can do anything you like with it really and theres no strings attached, with others it becomes problematic sometimes, so as a gamedev it saves me from having to keep track who made/changes/used what/where etc.
Not that i try to steal assets(in this case), i would be fine with any other type of usage permission, but if i dont have full control over legal aspects im hesitant to publish things under my name.

Anyway as said i dont have concrete plans, but i would like to port them to and fps engine just to see how it looks like, i could release a crappy red alert fps/rts hybrid prototype real quick as public project (on ppm ofc) if there is interest and just see where it goes.
Its not something i really badly want to do, but if assets crop up that easy it irks me to try just for the heck of it.
And yes i can do almost full ra rts on this fps engine in matter of hours really.

By the way are all model pieces seperate or is it one big blob?
Im not that much of a modeler so i have a hard time seperating turrets/barrels/etc from their respective bodies.

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Code_Man
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PostPosted: Fri Nov 18, 2022 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh never mind i just downloaded them and read the readme, or i didnt before Smile
-----
Legal:
I don't care what you do with the models and/or textures. Make something cool or dumb with them I guess.
-----
I guess this makes it pretty clear, if im mistaken please correct me(for using them as mit x11).
Thanks again, i wont let this go to waste for sure, il get started on a new ra remake on a fps engine right away.
Too bad you didnt make more models, with vehicles and stuff, but i can do those myself, even easier in this case probably.

I suppose some of those other licensce terms are for the textures, il replace them just to be sure,
I am sitting on like atleast 5 gigs of CC0 assets since forever, this gives me a good chance to dump some of them.

A totally free red alert game, now im really excited for this.
I toyed with the idea before, even wanted to make a few ra map remakes, but now that i got half the assets, no excuses.
I wonder how hard it would be to remake the campagin too, this would be just too damn rad.

If its not that much of a bother bumping some older threads to ask for some asset licensing, i dont like begging for assets, but if i could use some of those it would save me some work(Drools at LKOs X66).

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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Nov 21, 2022 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

From my Read_Me_or_Not_IDK.txt.

"Legal:
I don't care what you do with the models and/or textures. Make something cool or dumb with them I guess."

Would be nice if you packed up my readme with your project.

Textures are cited in the readme too. All of the textures should be fine for just about any project.
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sgtmyers88
Vehicle Drone


Joined: 05 Oct 2008
Location: USA

PostPosted: Wed Nov 23, 2022 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice work, Allen. I will admit I did take a peek and used them as a reference for a couple unfinished buildings I had been working on for my Red Alert Redux mod that's built off of Tiberian Dawn Redux. Your models were unfortunately a bit high poly for use in the older SAGE engine that both mods use but they were useful nonetheless as translating stuff from 2D to 3D can indeed be tricky. I will credit you anyways. Cool


sshot114.png
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sshot114.png



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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Nov 29, 2022 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

@Code_Man

Maybe something like these?


RA1Tanks.png
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RA1Tanks.png



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Code_Man
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PostPosted: Tue Nov 29, 2022 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ sgtmyers88: First off congratulations and compliments on all the hard work youve done with your mods.

I really dig those little details you added on your buildings, they give it a nice touch, im gonna do the same on mine, too bad tho zero hour doesnt render them so well.
Sadly i didnt get to play them in a long time, im in a mess right now and cant get around to make zero hour work, but once il get it up i will for sure.

@ Allen:
Thanks again so much, these models are so great it really got things going for me.
I didnt even need to do any work porting them over, blender did it all for me and the engine played along just fine.
All buildings also get dynamic lights with effects and particle emitters, also gonna add some more smaller detail stuff, this will look so awesome.
For the turret, aagun and oretruck i will make my own models since its easier for me right now to get those working that way and those are not much work.

I think il leave out most of the readme since i will replace all textures with new ones that have both specular and normal maps, plus are higher res and more detailed, but il leave in your notice.
Again not to derail too much, but im aiming for a christmas release, so hopefully you guys can see the raddest red alert remake ever real soon.

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Allen
Shrapnel Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Today, at 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Look forward to it Code_Man!
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Today, at 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

sgtmyers88 : How come not all the buildings are casting shadow?
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