# Island's models and skies Every model and sky Island draws comes from the packs below, all **CC0** (public domain): free to use, change and pass on, with no credit required. We credit them anyway. | What | Pack | Source | Licence | |---|---|---|---| | Hex tiles, trees, hills, mountains, rocks, fields, lilies, clouds, bridge; every building (homes, tavern, market, blacksmith, well, windmill, church, castle) in four colours and its building stages and scaffolding; props (barrels, crates, timber, stone, tents, flags) | KayKit Medieval Hexagon Pack 1.0, by Kay Lousberg | https://github.com/KayKit-Game-Assets/KayKit-Medieval-Hexagon-Pack-1.0 (also https://kaylousberg.itch.io/kaykit-medieval-hexagon) | CC0 1.0 | | The workers (Barbarian, Knight, Rogue, hooded Rogue) and their moves: walking, standing, sitting, cheering, chopping, working with their hands, lying down and getting up | KayKit Character Pack: Adventurers 1.0, by Kay Lousberg | https://github.com/KayKit-Game-Assets/KayKit-Character-Pack-Adventures-1.0 | CC0 1.0 | | Daylight (sky and light by day) | Poly Haven, *Kloofendal 48d Partly Cloudy (Pure Sky)*, by Greg Zaal | https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky | CC0 1.0 | | Night light | Poly Haven, *Kloppenheim 02 (Pure Sky)*, by Greg Zaal | https://polyhaven.com/a/kloppenheim_02_puresky | CC0 1.0 | The workers come from KayKit's own character pack rather than another set, so they share the buildings' texture style and proportions. ## How they are packed `assets/make.mjs` reads the packs (as data; nothing in them runs) and writes the files the view ships: | File | What | Size | |---|---|---| | `kit.glb` | 75 models, one shared 15 KB texture, meshopt-compressed | 0.93 MB | | `workers.glb` | the four workers, each holding only its own tool | 0.49 MB | | `moves.glb` | the eight moves Island plays, shared by all four | 0.11 MB | | `sky-day.hdr`, `sky-night.hdr` | the two skies cut to 256 × 128, for light only | 0.13 MB each | About 1.8 MB in all, and 2.4 MB once `build.mjs` writes each into a script of its own (`island-kit.js`, `island-workers.js`, `island-moves.js`, `island-skyDay.js`, `island-skyNight.js`). ```bash node views/island/assets/make.mjs ``` ## What is not a model The sea is drawn by a shader, not a model: the pack's water is a flat tile, and the sea needs to reach the horizon, move, and know how far each point is from the shore for its shallows and foam. The sky's colours, the smoke, sparks, fire and dust are drawn the same way. The light over an agent calling you is a plain thin column, the one shape kept simple on purpose so it reads at any distance.