Asset inventory
Every file in this directory, where it came from and where its licence is stated. All of it is CC0 (public domain) except the race music, which is CC BY 4.0 and credited below as that licence asks; the CC0 files need no credit and are credited anyway. Nothing here comes from Road Rash.
The bike, the road markings, the mountain skyline and the pines are not files:
they are drawn in code in client/models.ts and client/scene.ts.
Rider
| File | What it is | Source | Licence |
|---|---|---|---|
models/rider.glb |
Quaternius "Superhero_Male" base character (rigged, about 13k triangles), with ten animation clips merged in from the Universal Animation Library 1 and 2: Driving_Loop, Punch_Jab, Punch_Cross, Jog_Fwd_Loop, Death01, Hit_Chest, Sword_Attack, Hit_Knockback, LayToIdle, Melee_Hook |
Universal Base Characters, Universal Animation Library, Universal Animation Library 2 | CC0 1.0, stated on each pack page and in each pack's licence file: https://creativecommons.org/publicdomain/zero/1.0/ |
| models/human.glb | The rider's body in the race: a MakeHuman base mesh, adult male, weight 0.6 and muscle 0.5, with MakeHuman's game_engine rig and weights, dressed in MakeHuman's male_worksuit01 coverall and shoes06 boots (the body under them deleted, all joined into one skinned mesh), exported from Blender 5.2 with the MPFB 2.0.18 extension. The two-tone colours, gloves and helmet are applied in client/sprites.ts and client/skin.ts | MakeHuman system assets, MPFB | CC0 1.0 for the mesh, targets, rig and weights, stated in MakeHuman's licence: https://static.makehumancommunity.org/about/license.html (the MPFB code is GPL; none of it ships) |
rider.glb is built by node scripts/build-assets.ts <packs-dir> from the
Standard (free) downloads of the three packs. The script drops the hair, eyes
and eyebrows (a helmet covers them), copies only the ten clips across (both
rigs use the same bone names), and resizes the textures to 1024 px WebP. The
leathers, gloves, boots and helmet are applied in client/models.ts.
Ground textures
ambientCG, CC0 site-wide (https://docs.ambientcg.com/license). Colour and normal maps (OpenGL convention) are the 1K JPGs re-encoded smaller; roughness is resized to 512 px.
| Files | What it is | Source |
|---|---|---|
textures/grass_*.jpg |
Meadow | https://ambientcg.com/view?id=Ground037 |
textures/dirt_*.jpg |
Dirt shoulders | https://ambientcg.com/view?id=Ground111 |
textures/rock_*.jpg |
Rock, used to fill the mountain skyline | https://ambientcg.com/view?id=Rock035 |
textures/asphalt_*.jpg |
Road surface, under the painted markings | https://ambientcg.com/view?id=Asphalt033 |
Sky
| File | What it is | Source | Licence |
|---|---|---|---|
sky/sky.jpg |
"Kloofendal 48d Partly Cloudy (pure sky)", tonemapped and resized to 2048x1024 | https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky | CC0, https://polyhaven.com/license |
Music
One track per road, by Kevin MacLeod, re-encoded to 96 kbps MP3 and loudness-normalised to -16 LUFS so every road plays at the same level.
| File | Road | Track | Source |
|---|---|---|---|
music/ridge.mp3 |
Ridge Road | "Exhilarate" | https://incompetech.com/music/royalty-free/mp3-royaltyfree/Exhilarate.mp3 |
music/seawall.mp3 |
Seawall Highway | "Riptide" | https://incompetech.com/music/royalty-free/mp3-royaltyfree/Riptide.mp3 |
music/orchard.mp3 |
Orchard Valley | "Cool Rock" | https://incompetech.com/music/royalty-free/mp3-royaltyfree/Cool%20Rock.mp3 |
music/goldtown.mp3 |
Gold Town | "Hotrock" | https://incompetech.com/music/royalty-free/mp3-royaltyfree/Hotrock.mp3 |
music/canyon.mp3 |
Red Canyon | "Neolith" | https://incompetech.com/music/royalty-free/mp3-royaltyfree/Neolith.mp3 |
"Exhilarate", "Riptide", "Cool Rock", "Hotrock" and "Neolith" Kevin MacLeod (incompetech.com). Licensed under Creative Commons: By Attribution 4.0 License, http://creativecommons.org/licenses/by/4.0/
Sound effects
| Files | What it is | Source | Licence |
|---|---|---|---|
sfx/wood-light-0..4.wav |
impactWood_light_000..004: the crack of a club on a helmet |
Kenney, Impact Sounds 1.0 | CC0 1.0, stated in the pack's License.txt |
Each is trimmed of its leading silence, so the crack lands on the frame the
blow does, cut to 0.3 s and saved as mono 16-bit WAV: an MP3 would start
about 26 ms late. Every other sound in the game is synthesised in
client/audio.ts.
Postcards
| Files | What it is | Source |
|---|---|---|
postcards/road0.jpg to road4.jpg |
One photograph of each road, for the sign-up board | Taken in this game by node scripts/postcards.ts <url>, which rides each road with real keys and cuts the road canvas to 600 x 400. Mine, like the rest of the game |