Game maps as OBJ meshes
This repository contains various OBJ files exported from
Sauerbraten, Red Eclipse
and Tesseract. These maps were exported using the
/writeobj <destination>
command after loading the map in the game.
Looking for the cmvalley map exported as an OBJ file? Head to the Releases tab.
Games
Maps were exported from the following games:
- Red Eclipse (commit
ecfe18c51
) - Sauerbraten (SVN revision 5980)
- Tesseract (SVN revision 2343)
Recommended maps
Here are some hand-picked recommendations if you'd like to try out some maps:
Name | Game | Vertex/triangle count | Good for | License |
---|---|---|---|---|
cmvalley¹ | Sauerbraten | Testing renderers in a large scale/open world map | CC BY 4.0 | |
core_transfer | Sauerbraten | Testing global illumination and fog | CC BY-NC-SA 2.5 | |
eternal_valley | Sauerbraten | Testing global illumination and its resistance to leaks | CC BY-NC-SA 3.0 | |
fc4 | Sauerbraten | Testing renderers over a fairly large area (with inland terrain) | CC BY-NC-SA 3.0 | |
fc5 | Sauerbraten | Testing renderers over a fairly large area (mostly buildings) | CC BY-NC-SA 3.0 | |
hidden | Sauerbraten | Testing renderers over a fairly large area (mostly buildings) | CC BY-NC-SA 3.0 | |
k_rpg1 | Sauerbraten | Testing renderers in a large scale/open world map | CC BY-NC-SA 2.5 | |
octavus | Red Eclipse | Testing renderers over a fairly large area (with smooth terrain) | CC BY-SA 3.0 | |
pandora | Sauerbraten | Testing lighting in a fully indoor level | CC BY 4.0 | |
reflection | Tesseract | Testing global illumination and fog (indoors with sunlight) | CC BY-SA 3.0 | |
skrsp1 | Sauerbraten | Testing renderers over a fairly large area (with terrain) | CC BY-NC-SA 3.0 | |
steelribs | Tesseract | Testing renderers with a floating hard-surface map | CC BY-SA 3.0 | |
tectonic | Sauerbraten | Testing renderers with an island-style map (buildings + terrain) | CC BY 4.0 | |
ubik | Red Eclipse | Testing renderers with a floating futuristic urban area | CC BY-SA 3.0 |
¹: cmvalley can be downloaded from the Releases tab.
Caveats
- Maps are exported at a larger scale than you probably want. This may cause large maps not to appear at all once imported due to view frustum culling. To solve this, tell the engine to import the OBJ mesh at a lower scale if possible. Otherwise, you can scale the OBJ mesh by a factor of about 0.1. (This may reduce mesh precision, which is why scaling at import-time should be preferred.)
- Due to how maps are designed in Cube 2 engine games, their topology may be inefficient or otherwise unusual. This could lead to issues when generating collision meshes automatically.
- Maps don't contain mapmodels (detail models such as trees, barrels, …) and materials (such as water, lava and glass). You will have to readd those manually if desired.
License
See .txt
files associated with each map for the license.
All maps in the redeclipse/
and tesseract/
folders are under free culture
Creative Commons licenses (with commercial use and modification allowed).
In those folders, CC BY-SA is the strictest license used, although some maps
are under CC BY or CC0 instead.
Warning: Some maps in the sauerbraten/
folder use Creative Commons licenses
that disallow commercial use. Still, modification is allowed as maps that use a
no-derivatives license were excluded from this set.