An (incomplete) list of how assets were obtained:
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													TEXTURES
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arrow.png -- created in GIMP (Jonathan)
bullet.png -- created in GIMP (Jonathan)
bullet2.png -- created in GIMP (Jonathan)
button.png -- created in Photoshop (Nicholas)
check box.png -- created in Photoshop (Nicholas)
check.png -- created in Photoshop (Nicholas)
cockpit square.png -- created in Photoshop (Nicholas)
cockpit.png -- created in Photoshop (Nicholas)
cursor.png -- created in Photoshop (Nicholas)
default normals.png -- created in GIMP (Jonathan)
desertSand.png -- created in Genetica viewer (Jonathan)
dialog box.png -- created in Photoshop (Nicholas)
dialogBack.png -- created in GIMP (Jonathan)
entry bar.png -- created in Photoshop (Nicholas)
errorGlow.png -- ceated in GIMP (Jonathan)
f22.png -- created in Photoshop (Nicholas)
file viewer.png -- created in Photoshop (Nicholas)
fire.png -- from http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701
fire2.png -- from http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701
flash.png -- created in GIMP (Jonathan)
glow.png -- created in Photoshop (Nicholas)
grass3.png -- created in GIMP from grass2.png (Jonathan)
hardNoiseDOT3.png -- created in GIMP and SSbump Generator (Jonathan)
health bar.png -- created in Photoshop (Nicholas)
hexGrid.png -- ceated in GIMP (Jonathan)
layers.png -- created in Genetica viewer (Jonathan)
LCnoise.png -- ceated in GIMP (Jonathan)
nextlevel.png -- ceated in GIMP (Jonathan)
noise.png -- ceated in GIMP (Jonathan)
noiseDOT3.png -- created in GIMP and SSbump Generator (Jonathan)
oceanNormals.png -- generated proceedurally by FighterPilot
particle4.png -- ceated in GIMP (Jonathan)
particle8.png -- ceated in GIMP (Jonathan)
particleAtlas.png -- ceated in GIMP from other particle textures (Jonathan)
plane radar2.png -- created in Photoshop (Nicholas)
progress back.png -- created in Photoshop (Nicholas)
progress front.png -- created in Photoshop (Nicholas)
radar_frame.png -- created in Photoshop (Nicholas)
radar2.png -- created in Photoshop (Nicholas)
sand.png -- created in Photoshop (Nicholas)
slider bar.png -- created in Photoshop (Nicholas)
slider.png -- created in Photoshop (Nicholas)
smoke.png -- ceated in GIMP (Jonathan)
smoke5.png -- ceated in GIMP (Jonathan)
SmokeShape.png -- http://www.rigzsoft.co.uk/files/tutorials/smoketrail/SmokeShape.png
snow.png -- created in Genetica viewer (Jonathan)
snow_normals.png -- created in SSbump Generator from snow.png (Jonathan)
spark.png -- ceated in GIMP (Jonathan)
splash.png -- ceated in GIMP (Jonathan)
sun.png -- ceated in GIMP (Jonathan)
targeter.png -- created in Photoshop (Nicholas)
thumbnails.png -- created in Photoshop (Nicholas)
tilt.png -- created in Photoshop (Nicholas)
tree2.png -- created same way as tree.png
white.png -- ceated in GIMP (Jonathan)
lava.png -- combined (additive blend) the abient and diffuse textures from: http://nobiax.deviantart.com/art/Free-3D-textures-pack-15-244701195
grassDetail.png -- http://www.brusheezy.com/textures/20185-seamless-green-grass-textures
menu/credits.png -- ceated in GIMP (Jonathan)
menu/functionKeyTabs.png -- ceated in GIMP (Jonathan)

grass2.png
	"Just Add Bison" Genetica viewer
	scale = -1.0
	resolution = 2048x2048 (scaled to 1024x1024)
	blurred with radius = 4.0
	color balance -> magenta = +20
	
grass2_normals.png
	grass2.png (pre blur) -> SSbump Generator
	Height Scale = 3.0
	mixed with blurred copy (radius = 3.0, 50% transparency)
	
dialogBack.png
	difference clouds (XY size: 3, level: 5, tileable: true)
	transparency 85% to blend with white background
	
rock.png
	by Jockum Skoglund
	Online at: http://forums.epicgames.com/threads/506748-My-skies-and-and-cliff-textures-%28large-images 
	In GIMP, adjusted gamma to 0.30
	note: normal map ia also available
	
smokeShape.png
	http://www.rigzsoft.co.uk/files/tutorials/smoketrail/SmokeShape.png
	made the color more white in gimp

	
sun.png
	Used several layered nova effects in GIMP
	To make edges transparent, a single radial gradient (transparent -> black) was applied and then "Color to Alpha" was used to remove the black color
	
smokeShape2.png
	http://www.rigzsoft.co.uk/files/tutorials/smoketrail/SmokeShape.png
	made the color more white in gimp
	applied clouds filter in GIMP (level=5, X_size=4, Y_size=4)
	
tree.png
	http://yorik.uncreated.net/greenhouse.html (pine tree)
	rendered in blender from 2 perpedicular directions
	resized canvas to center trunk in both images
	resized images to 1024x1024
	combined two views into a single image
	adjusted gamma to 1.5

particle4.png
	radial gradient from white to alpha
	
skybox.png
	http://www.alusion-fr.com/an1ffa3.htm

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													MODELS
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f22.obj
	http://www.turbosquid.com/FullPreview/Index.cfm/ID/247738

SAM.obj (and related files)
	http://thefree3dmodels.com/stuff/vehicles/sam_missile_launcher/13-1-0-2348
	adjusted in scale and changed texture format
	
spitfire.obj (and related files)
	http://www.gfx-3d-model.com/2011/08/supermarine-spitfire-3d-model/
	ProOptimize modifier in 3ds Max (to 10% for spitfire.obj)
	
betty.obj (and related files)
	http://www.gfx-3d-model.com/2009/01/mitsubishi-g4m2a-betty-aircraft-model/
	Centered and scaled by 0.05
	
f16.obj (and related files)
	http://www.gfx-3d-model.com/2008/08/f-16-falcon/#more-691
	closed bomb bays
	scaled by a factor of 0.0263

mirage.obj (and related files)
	http://www.colacola.se/expo_mirage.htm
	ProOptimize modifier in 3ds Max (to 25%)
	scaled by a factor of 2.354
	
M2.obj (and related files)
	http://www.gfx-3d-model.com/2008/12/m1-abrams-tank-model/
	scaled by a factor of 0.026

bunker.obj (and related files)
	model created in blender
	texture from http://www.polygonblog.com/seamless-texture/ (free for both personal and commercial projects)
	
ship.obj (and related files)
	model modified version of http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=152
	steel texture from http://hhh316.deviantart.com/art/Seamless-metal-texture-smooth-164165216
	grate texture created in GIMP (Jonathan)
	
tree.obj (and related files)
	originally from 0 A.D
	converted using pmd2collada_v3 to .dae, then with blender to .obj
	
APC_hull.obj, APC_turret.obj, APC_cannon.obj (and related files)
	from: http://animium.com/2012/11/armored-personnel-carrier-3d-mode/
	split into seperate models so it could be animated.
	
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													FONTS
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All fonts were created using BMFont (http://www.angelcode.com/products/bmfont/)

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													SOUNDS
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shot1.wav -- http://www.freesound.org/people/qubodup/sounds/162402/ (converted with Audacity)
shot2.wav -- http://www.freesound.org/people/qubodup/sounds/162401/ (converted with Audacity)
shot3.wav -- http://www.freesound.org/people/qubodup/sounds/67595/ (converted with Audacity)
shot4.wav -- http://www.freesound.org/people/qubodup/sounds/67596/ (converted with Audacity)
engine.wav -- http://www.freesound.org/people/qubodup/sounds/162417/ (converted with Audacity)
