# Assets and credits

All runtime assets are local. `assets/manifest.json` records source/download URLs, SHA-256, byte count, modifications and whether a file is included in the playable package. Credits apply to the named assets, not to Call of Duty content. No extracted Call of Duty game assets are included.

## Guns and characters

- **M4A1 Assault Rifle** by **nisu**, [OpenGameArt source](https://opengameart.org/content/m4a1-assault-rifle), **CC0 1.0**. Includes CC0 attachment components from **Quaternius**, [Ultimate Guns Pack](https://poly.pizza/bundle/Ultimate-Guns-Pack-cpgUfI4t2F). The embedded PBR GLB is the adaptation by AetherRadar / Operation Steel Tide. Scrapyard removes the spare magazine, suppressor and iron sights, normalizes scale, fits arms and uses the authored muzzle/optic anchors. The complete upstream adaptation record is `assets/models/m4a1.LICENSE.md`.
- **Desert Eagle** by **ELIZION**, [Sketchfab source](https://sketchfab.com/3d-models/desert-eagle-cabde59f5cf24effaf80536e35d04e95), [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). GLB conversion supplied by AetherRadar. Scrapyard normalizes scale, removes loose cartridge objects and adds gameplay anchors/hand fitting. Record: `assets/models/deagle.glb.LICENSE.md`.
- **M1911** from **Various Small Arms** by **Tabasco**, [OpenGameArt source](https://opengameart.org/content/various-small-arms-assault-rifles-sniper-pistol), **CC0 1.0**. Converted from Blender, normalized to metres, beveled, smoothed and assigned PBR materials by Scrapyard. Its material is not a scanned gun texture.
- **"fps animated smg" by DJMaesen**, [Sketchfab source](https://sketchfab.com/3d-models/fps-animated-smg-ea3dad7478624495a5a46f40127b0579), [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). First-person arms use Operation Steel Tide's evaluated rifle/large-pistol arm poses, split from the original SMG. Scrapyard scales and positions individual arms using palm/grip markers. The original weapon is not included. Record: `assets/models/arms.LICENSE.md`.
- **FREE [Military Soldier] RIGGED** by **BAMEN**, [Sketchfab source](https://sketchfab.com/3d-models/free-military-soldier-rigged-e9c56308a67d4a3db62e914fafa4d198), [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). AetherRadar supplies the rigged/animated GLB with retargeted **Quaternius** CC0 animations. Scrapyard normalizes height, reorients and selects movement/aim/death animations. Record: `assets/models/soldier.glb.LICENSE.md`.

Redistributable GLB mirror and detailed source records: [Operation Steel Tide](https://github.com/AetherRadar/operation-steel-tide/tree/main/assets/models). The upstream license records may mention additional assets not shipped in Scrapyard. Only the runtime manifest determines this package's contents.

The following artist-authored models were downloaded through the user's signed-in Sketchfab account on 5 September 2026, each under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/):

- **Cheytac M200 Intervention** by **JaumWF**: https://sketchfab.com/3d-models/cheytac-m200-intervention-8bba3f02b2d643ccba945135a2a4a6f9
- **MP5 Submachine Gun** by **Rotuma**: https://sketchfab.com/3d-models/mp5-submachine-gun-a73b61932a0e4eecb5db5c63c158aa24
- **SCAR-H** by **jj7123249**: https://sketchfab.com/3d-models/scar-h-9197ac88c5d14758952b9321a6ec420a
- **M1014 - Automatic Shotgun** by **ElliotGriffiths (@ElliotGriffiths24)**: https://sketchfab.com/3d-models/m1014-automatic-shotgun-free-download-393e3f029d434cc68c12f86e66d0824a

Modifications: metre scale and forward-axis conversion, texture resolution capped at 2K, first-person grip/sight anchors and lens transparency. The Intervention is reduced from approximately 785k to 102k triangles and its magazine/bolt handle separated for animation. The shotgun's second presentation copy and loose shells are removed. Source hashes and provenance are retained in assets/source/sketchfab/*.json; large original GLBs remain local conversion inputs. Run prepare-sketchfab.py, then prepare-mechanisms.py once after conversion. The M4's source optic is replaced with a custom open reflex attachment. The industrial arena remains custom geometry.

## Surfaces and lighting

**Poly Haven**, [CC0 asset policy](https://docs.polyhaven.com/en/faq):

- [Aerial Sand](https://polyhaven.com/a/aerial_sand): 2K diffuse, OpenGL normal and roughness maps; tiled ground.
- [Rusty Metal 04](https://polyhaven.com/a/rusty_metal_04): 2K diffuse/normal/roughness maps; material tint and repeat adjustments.
- [Concrete Floor Worn 001](https://polyhaven.com/a/concrete_floor_worn_001): 2K diffuse/normal/roughness maps; concrete and weathered tower surfaces.
- [Kloofendal 48d Partly Cloudy Puresky](https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky): 2K HDR environment, intensity-adjusted.
- [Barrel 03](https://polyhaven.com/a/barrel_03), Serhii Khromov / Poly Haven, and [Wooden Crate 01](https://polyhaven.com/a/wooden_crate_01): artist models with embedded material references and local 1K PBR sidecar textures; cloned, scaled and fitted with collision in Scrapyard.

Additional rusty-metal reference textures in the source workspace are not part of the runtime package. Crate, cloth, container markings and some industrial surfaces remain generated textures from the prototype.

## Audio

**The Free Firearm Sound Library** by **Ben Jaszczak, Brian Nelson, Kevin Heras and Matthew Nanney**, [OpenGameArt source](https://opengameart.org/content/the-free-firearm-sound-library), **CC0**. AR-15, 1911, PPSh, Mossberg and Savage 10 .300 Blackout recordings retrieved through [fps-asset-kit](https://github.com/petroulacl/fps-asset-kit). Scrapyard extracts a 1.3-second first-shot segment, downmixes to mono, normalizes and fades the tail. These are representative weapon-family recordings; the sniper sample is not an authentic .408 CheyTac recording. Mechanical reload, magazine seating, chambering, pump and dry-fire recordings are by **Mike Koenig / SoundBible**, [Shotgun shoot/reload](https://opengameart.org/content/shotgun-shoot-reload), [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/). Trimmed, downmixed, normalized and faded for gameplay. These are representative mechanical cues, not model-specific recordings.

Footsteps come from [Footsteps on different surfaces](https://opengameart.org/content/footsteps-on-different-surfaces), mastered by **congusbongus**: gravel by **Ali_6868** ([source](https://freesound.org/people/Ali_6868/packs/21608/), CC0), metal by **Eelke** ([source](https://freesound.org/people/Eelke/sounds/462598/), CC BY 3.0), and boots by **swuing** ([source](http://www.freesound.org/people/swuing/sounds/38873/), CC BY 3.0). Four variants per surface, decoded to mono PCM16 and normalized. Impact cues and wind remain synthesized locally.

## Software and reference

**Three.js 0.160.0**, MIT; license included under `node_modules/three/LICENSE`. **Node.js**, runtime and third-party notices in `runtime/LICENSE.txt` in the packaged edition. **Playwright** is a development-only test dependency. **Blender** is used for offline conversion; it is not shipped with the game.

Visual/map reference: Activision's [official Rust map guide](https://www.callofduty.com/guides/multiplayer-maps/call-of-duty-modern-warfare-iii-play-maps-core-multiplayer-map-guide-rust). The guide screenshot is stored only as development reference in `docs/evidence/rust-reference.png`, not used as a game texture or shipped asset. Call of Duty and its associated names belong to their respective owners. Scrapyard is not affiliated with Activision.

SCAR-H magazine: the source's bright orange material is replaced with a dark steel PBR finish; geometry and authored roughness remain. Shotgun loading shell is a small custom animation prop.
