Approved 3D stand-in assets for Total Annihilation map features — the AI-reconstructed replacements that render in place of the game's 2D feature sprites (rocks, trees, wrecks, buildings) in kbot studio and the Core Prime replayer.
Generated by coreprime/standins-factory. This repo holds only the shipped, self-contained bundle — no source GLBs or game data.
| Path | What |
|---|---|
index.json |
feature id → render tier (model3d / decal / billboard), model/sprite ref, height |
manifest.json |
format version, per-tier counts, content hash |
models/<key>.json |
baked flat-shaded, per-vertex-coloured 3D geometry (the model3d tier) |
sprites/<key>.png |
first-frame GAF art with alpha, for the decal (flat on ground) and billboard (upright, camera-facing) tiers |
- 970 feature ids · 61 model3d · 641 decal · 268 billboard
- 60 unique 3D models, 848 unique sprites
sha256:729f22bcaf53800d1109099925503526545b9db0c8368ae333045df933c38f3e
- model3d — an approved 3D surrogate.
models/<key>.jsonis normalised (base at y=0, centred, unit height); the renderer scales it to the feature's world height and bakes it into the map-feature batch (flat-shaded, vertex colours — the TA low-poly read). - decal — short scenery (< 15 world units): the sprite is painted flat on the terrain.
- billboard — tall scenery without an approved model yet: the sprite stands up as an upright, camera-facing quad.
kbot pack <install> <out> --feature-assets <clone-of-this-repo's-parent> enriches the
pack's features.json with these tiers and copies the geometry, so both the replayer and
studio render them. See the factory repo for the full studio + replayer integration.