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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 Chrono.png
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Sov.png
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Sov.png



Sov Harv.png
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Sov Harv.png



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Last edited by Allen on Wed Dec 28, 2022 9:29 pm; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
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
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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
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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
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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.


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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
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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
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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
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Also Known As: banshee_revora (Steam)
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


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Allen
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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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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: Thu Dec 01, 2022 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: Thu Dec 01, 2022 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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sgtmyers88
Vehicle Drone


Joined: 05 Oct 2008
Location: USA

PostPosted: Mon Dec 05, 2022 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

@G-E: Its just map lighting and shadow rendering bugs the game engine is known for having at times. Sometimes it can be corrected by editing the map lighting. Here is an Allied base on another map.

@Code_Man Thanks its much appreciated! Glad the community is still staying alive after all these years!

@Allen Love the tank models rendered there. Looks like the M4 Sherman and an M48 Patton for the Allies? I did something similar as I also did an M48 but went with an early M551 Sheridan prototype using the M41 gun. https://en.wikipedia.org/wiki/M551_Sheridan#/media/File:M551_76mm_gun.jpg


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Allen
Shrapnel Sniper


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

PostPosted: Mon Dec 05, 2022 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

The Light Tank is a shorter M10 Wolverine hull with Torsion bar suspension like the M-48 has and M4 turret so it has the RA1 round turret look.

The Light Tank seen in the RA1 FMVs isn't something I wanted to make as it looks to be using the hull of a Soviet T-62 and the turret is from Viewpoint 3D Model Collection's M1 Abrams (MM1A1H.3DS) model.

Med Tank is vary much M-48 Patton like.
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Code_Man
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PostPosted: Mon Dec 12, 2022 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

@sgtmyers88: Nice to see the allied stuff too, they look great.
Thats a nice set of tanks you got there, its somewhat hard to tell the details.
I can see 3 different light tanks i think, i suppose you use the technical system and the stats are all identical.
The medium tank is just the classic m1, do i see also a gray and a green skin or is that the zero hour renderer playing tricks on me.
And is that a flak tank i see, what model is that?
Also i assume the m113 with the mine dozer blades is the minelayer, it made me think of some of the other apc models the us army had like the m114 and etc.

I think its fanastic too that after 25 years red alert is still so popular.

@Allen: Havent noticed those pics at the time i wrote the reply, those are really sweet models.
I like your choice of early nam era equipment, the t55 based heavy tank is an interesting choice, i would have gone with the classic t80, but you made me think the t64 would be an interesting choice too.
The ww light tank was my original choice, simply because i have not seen it used befroe and its easy to model.
My favorite tank is still the m24, but it doesnt fit the light tank so well imo, the m41 is a whole lot better fit if any.

Speaking of vehicles, i just got around putting in some, it was real pain in the rear, but i think the results will be worth it.
Im still aiming for an xmas release, it will be very rough around the edges, hopefully mostly working.

Here is a screenshot of some of the buildings, most of the textures are satisfying, at the end i ran out short on materials so i got a bit funky with the hightech stuff.
https://wtf.roflcopter.fr/pics/gallery#WB3CzZcG/LsoB2644.png.

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Allen
Shrapnel Sniper


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

PostPosted: Tue Dec 13, 2022 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

@Code_Man
Wanted to push for the mid 50s for vehicles my self.

Looks interesting so far.
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Dec 13, 2022 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The light tank looks like the US T14, not a bad choice, but a strange choice given the style of everything else. I'd probably have recommended the T95E1, it's more of your typical tank without all the extra cladding.
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Allen
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Joined: 13 Feb 2007
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PostPosted: Tue Dec 13, 2022 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The T95E1 is more of Med Tank. I could remove the hull bosses from the Light Tank. The M10 hull bosses are mounting points where more armor plate could be attached.
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sgtmyers88
Vehicle Drone


Joined: 05 Oct 2008
Location: USA

PostPosted: Mon Dec 19, 2022 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

@Code_Man

Thanks. Yes the Light and Med Tanks use the GLA Technical logic. Same stats, just different models rendered at random.

I did do some fictional variants and whatnot and I also strayed a bit from reality from the IRL counterparts. The "Light Tanks" used are the unused M551 prototype that had the M41 gun mounted instead of its missile launcher based main gun, the M48 Patton and lastly an RU 251/T95 prototype, even though some of these are more in the Medium Tank category, they best resembled the look of the sprites with the round bulbous turret. I may swap some of these out for the M41/M24 whenever I get around to making models of them. Thats TBD.

The actual "Medium Tanks" here are the M1 Abrams (which isn't a Med Tank IRL as its the heaviest operational tank in the world), the M60 Patton, and the M60-120S (which the latter is an interesting hybrid prototype that was really developed) Its literally a marriage of the M60 chassis with an M1 turret. It would seem fitting in wartime to have a tank that shares parts between the other two.

The AA vehicle was originally gonna be a M247 Sgt. York but it got changed to a Hybrid design of a M48 chassis with the Gepard Turret mounted. IRL this design was proposed but never implemented as people at the Pentagon wanted a completely domestic design for it. I brought it to life here.

The APC, Mine Layer, and Phase Transport are all variants of the M113.
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Code_Man
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PostPosted: Wed Dec 21, 2022 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its nice to be among people with real good taste here.

Speaking of vehicles, i have some updates, i decided to make my own vehicle models.
Im bad at modeling but it will suffice to make some vehicles and i will need them for myself too.
I will be making all the vehicles like westwood designed them, they make for good templates and are easier to do than coming up with custom ones.
Im aiming for a more modern look but retro styled, there is lots of funky things i can do later too.
Turrets can be swapped too, so i eventually there will be alternative versions for vehicles and upgrades and who knows what all.
The good news is i have made some template vehicles that fit the bill pretty close, the bad news is the ai logic is bugged when it comes to vehicle handling and this is something i cannot fix myself.
To work around it i decided to make vehicles player drivable, its a bad workaround but better than nothing, once i recover my forum account data il ask the engine devs to fix this.
But there is also the issue i had to hack the ui so mouse controls dont snap anymore, so control is not smooth either and turrets are ai controlled, no idea how this will turn out.

This thing iwll be released as is at the 25th, its not playble so far, but its a fun demo and i dont want to wait for ztype knows what to release it.
Once all the models are finalized i will release them in the new torque3d assset library so everyone can enjoy the ra goodness at maximum convinence.
For those interested you can already try the engine at torque3d.org, i got the older one but it should work the same on the newst, hope it all works.
On the bright side there are random bot infantry attacking you from 8 vectors in the one map so far and you can watch em get chewed up by defences.
Theres also a little xmas suprise i slipped in.
So yeah it wont be playable in short time, but i think it will be a nice demo, i could watch the meat getting gridned all day long, it lacks some variaty but that will be solved quickly too.

I hope once things ripen a bit i can tacle the hard issues and make the game playable, its not missing much but ir will just take some more time.
Also i hope to make this project community accessable, dont know how yet but i think il call on for some help once i get some more breathing room.

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