# Orbital scene assets All rendering code and images are served locally. There are no runtime CDN requests, remote fonts, analytics, or API keys. - `assets/three.module.js`: Three.js 0.160.1, MIT license. The pinned version retains WebGL 1 support as well as WebGL 2. License: `assets/THREE-LICENSE.txt`. Source: https://unpkg.com/three@0.160.1/build/three.module.js - Earth day, city lights and global cloud maps (`2k_earth_*.jpg`, `8k_earth_*.jpg`): Solar System Scope / INOVE, licensed under [Creative Commons Attribution 4.0 International](https://creativecommons.org/licenses/by/4.0/). Source and attribution: https://www.solarsystemscope.com/textures/ . The supplied files are unchanged; at runtime some maps are downsampled for GPU use and combined with custom lighting/weather shaders. These maps are based on NASA imagery; they are not live feeds. In-game credits also link the author and license. - Planet textures (`2k_sun.jpg`, `2k_mercury.jpg`, `2k_venus_atmosphere.jpg`, `2k_mars.jpg`, `2k_jupiter.jpg`, `2k_saturn.jpg`, `2k_saturn_ring_alpha.png`, `2k_uranus.jpg`, `2k_neptune.jpg`, `2k_ceres_fictional.jpg`): Solar System Scope / INOVE, [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/), from the [same texture collection](https://www.solarsystemscope.com/textures/). Distributed unchanged and mapped onto authored geometry. Ceres is explicitly an illustrative, fictional surface map. The Sun map is also reused to illustrate Alpha Centauri. - `pluto-color-map.jpg`: NASA / Johns Hopkins University Applied Physics Laboratory / Southwest Research Institute, [Pluto Global Color Map](https://science.nasa.gov/resource/pluto-global-color-map/). The supplied 1400 ? 700 preview is unchanged. This is a historical spacecraft-derived composite, not live imagery. - Earth normal/specular and lunar surface textures: the Three.js r160 example texture collection, distributed in its MIT-licensed repository. Original filenames are retained. Source: https://github.com/mrdoob/three.js/tree/r160/examples/textures/planets . The earlier Earth surface/cloud/light textures remain in the folder for provenance but are no longer loaded. - Atmosphere, combined day/night and cloud-lightning shaders, cinematic camera path, star field, hull panel texture, pressure vessels, trusses, workers, robotic arms, service craft geometry, the Roadster/Starman and Pioneer/Voyager/New Horizons reconstructions: authored for Almost Nowhere. Stars use fixed, seeded synthetic directions, not an astronomical catalogue. Most planets use photographic or spacecraft-derived image maps; Ceres and the distant binary are illustrative. The mission craft are recognizable authored models, not engineering reconstructions. The opening camera path compresses Earth–Moon distances for cinematic staging; it is not a physically timed journey. Flight also uses cinematic body sizes and compressed encounter separations; route stations do not represent current spacecraft positions. Bodies approach and recede with signed mission distance. The shipyard background rotation is visual staging and does not advance voyage time. Clouds are a moving global image layer, not live weather. Lightning is a procedural visual effect constrained to cloud cover on the visible night side. Construction crews and nearby service craft are scenery; they do not affect ship mass, crew counts or voyage simulation. Keep the license and these credits with public distributions. The original single-file archive does not include the orbital edition; publish the complete new folder or `almost-nowhere-orbital-deploy.zip`. Biosphere shells, internal terrain, trees, water, forward armour plates and magnetic coils are authored procedural geometry. Fiction companion links identify inspiration only; no franchise models, imagery or dialogue are bundled. The propulsion rigs, plume shaders, local pulse effects and rotating architecture geometry in `propulsion.js` and `dock.js` are authored locally. They use no external models or copied franchise artwork. ## Procedural additions Biodome residents, generator hardware, damaged shield layers, saved traveller ships and the eclipse-corona shader are generated by this project. No additional downloaded image assets were needed for these additions. The impossible drive adds original procedural blue-plasma shaders, a white-blue core, travelling gravity rings and a native Three.js transmission shell. WebGL 2 refracts the opaque background; WebGL 1 uses translucent field glow and ripples. No extra downloaded textures or assets are required. These are fictional visual effects, not a gravity simulation.