Material for generated icon doesn't show

Coming back to this after the weekend, when using Beaver's icons generator, whether in batch mode or in raw scene mode, it doesn't show the material. I initially thought it was because Unreal isn't aware of the textures but after changing the placeholders with the real ones, it still doesn't show up
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233 Replies
Spokloo
SpoklooOPβ€’2w ago
I tried with Kyrium’s icon generator and I got the same result but that's probably normal I suppose Has anyone successfully made icons for foundations using one of the generators?
Rex
Rexβ€’2w ago
My material previewer in Th3SMBuilder also broke. I think something about the scene capture got broken (e.g. alpha channel)? I haven't investigated
Spokloo
SpoklooOPβ€’2w ago
I mean it was already the case before the patch
Rex
Rexβ€’2w ago
It broke in 1.0
Spokloo
SpoklooOPβ€’2w ago
Aaaah :thonk:
Spokloo
SpoklooOPβ€’2w ago
Actually I remembered the missing link in MM_BakedStencil_01 and reconnecting them made that kinda work
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Spokloo
SpoklooOPβ€’2w ago
but the lighting is wrong And there seems to be a random white artifact at the bottom Ah the material doesn't reflect properly I think, even increasing the light power is kinda the same
Rex
Rexβ€’2w ago
There might be more bad links Try changing the material to worldgrid (or something that's known to work) and see if it shows up properly
Spokloo
SpoklooOPβ€’2w ago
I can't find the world grid material, here are my links, I didn't add too much
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Spokloo
SpoklooOPβ€’2w ago
I guess those are missing but I don't know where to link them
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Rex
Rexβ€’2w ago
Not necessarily Try with another material
Spokloo
SpoklooOPβ€’2w ago
I think they are the same, can't find any material that look right
Spokloo
SpoklooOPβ€’2w ago
Or it's like stuff like this
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Spokloo
SpoklooOPβ€’2w ago
With LOD0
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Spokloo
SpoklooOPβ€’2w ago
It uses MM_FactoryBaked
Rex
Rexβ€’2w ago
By "look right" I mean something like a solid colour
Spokloo
SpoklooOPβ€’2w ago
A solid colour? I don't see how that would help
Rex
Rexβ€’2w ago
To see if the capture works, at least that's what I thought the problem was
Spokloo
SpoklooOPβ€’2w ago
Oh, but it's the same thing in the scene, I'm not sure it's the capturing that doesn't work
Spokloo
SpoklooOPβ€’2w ago
If I increase the light intensity, I get something like that even in the scene
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Spokloo
SpoklooOPβ€’2w ago
The middle part doesn't reflect anything
Spokloo
SpoklooOPβ€’2w ago
I don't know if that's the issue but there are a bunch of unlinked nodes down there
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Rex
Rexβ€’2w ago
That's why I said this. Use a material where you know very well what it should look like Even if it's not the "right" one
Spokloo
SpoklooOPβ€’2w ago
I see, though I'm not sure how I can do that, there are no materials with solid colour, do you mean creating a simple one?
Rex
Rexβ€’2w ago
Yes Just for testing New material, add a constant float3, set its RGB colour to something like #840000 sRGB and wire it to Base Colour
Spokloo
SpoklooOPβ€’2w ago
Okaaaay x)
Spokloo
SpoklooOPβ€’2w ago
It seems normal
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Rex
Rexβ€’2w ago
Does the icon capture work?
Rex
Rexβ€’2w ago
Also I think you're shining a lot of light on that. The colour should look like this
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Spokloo
SpoklooOPβ€’2w ago
It looks really bright even in here
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Spokloo
SpoklooOPβ€’2w ago
The icon captures outputs this
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Rex
Rexβ€’2w ago
Ah, because that's supposed to be 0 to 1 range. Click on the colour square to open the colour picker
Spokloo
SpoklooOPβ€’2w ago
Oooh lmao
Rex
Rexβ€’2w ago
If you want to see something silly, wire this node to the Emissive Colour pin :wonke:
Spokloo
SpoklooOPβ€’2w ago
This feels like a flashbang xD
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Spokloo
SpoklooOPβ€’2w ago
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Spokloo
SpoklooOPβ€’2w ago
Better It seems to work
Spokloo
SpoklooOPβ€’2w ago
When I shine light it seems to have some issues though
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Rex
Rexβ€’2w ago
That's reasonable, yes I don't think it needs extra light
Spokloo
SpoklooOPβ€’2w ago
Not sure I understood the point of this
Rex
Rexβ€’2w ago
Sorry, re-reading the whole thing, looks like I misinterpreted something. I thought the problem was that the icon generator didn't work, but the actual issue is that the material in the editor doesn't work properly
Spokloo
SpoklooOPβ€’2w ago
Yep, dw it's fine :wonke: So anyone got an idea?
AngryBeaver
AngryBeaverβ€’2w ago
Which master material is this
Spokloo
SpoklooOPβ€’2w ago
MM_BakedStencil? If that's what you mean
AngryBeaver
AngryBeaverβ€’2w ago
it is did you export valid versions of all the textures it uses? like the stencil?
Spokloo
SpoklooOPβ€’2w ago
I think I did
Spokloo
SpoklooOPβ€’2w ago
This is on MI_Foundation_FicsitSet
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AngryBeaver
AngryBeaverβ€’2w ago
that looks right, did you disable SRGB on everything but the Albedo?
Spokloo
SpoklooOPβ€’2w ago
I don't remember doing this, where is it?
AngryBeaver
AngryBeaverβ€’2w ago
on the individual texture assets
Spokloo
SpoklooOPβ€’2w ago
Is it this?
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AngryBeaver
AngryBeaverβ€’2w ago
there should also be a [ ] sRGB IIRC
Spokloo
SpoklooOPβ€’2w ago
Ah yes Everything looks correct
AngryBeaver
AngryBeaverβ€’2w ago
I'll have to dig into this cause there's no reason it shouldn't work but I haven't tested
Spokloo
SpoklooOPβ€’2w ago
I mean it seems to kinda work, just the reflexion of the lighting seems off
AngryBeaver
AngryBeaverβ€’2w ago
well there's going to be slight problems with the reflection not being perfect because what does it have to reflect? I had to inject a fake cubemap into the scene so it wasn't relying on void which looked even worse
Spokloo
SpoklooOPβ€’2w ago
Yeah I understand but the middle part doesn't even get reflected at all
Rex
Rexβ€’2w ago
What does it look like in-game?
Spokloo
SpoklooOPβ€’2w ago
Spokloo
SpoklooOPβ€’2w ago
Compared to this
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Rex
Rexβ€’2w ago
Try setting the colour swatches to pure black, in-game Custom swatch defaults to that
Spokloo
SpoklooOPβ€’2w ago
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Spokloo
SpoklooOPβ€’2w ago
You think it's not that it's not reflecting but rather that it uses the custom swatch?
Spokloo
SpoklooOPβ€’2w ago
I mean looking at it with different angles in the mesh viewer it looks like that's the case
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AngryBeaver
AngryBeaverβ€’2w ago
it's mroe that you need to set colours for the material to pick up
Spokloo
SpoklooOPβ€’2w ago
Ah ok
AngryBeaver
AngryBeaverβ€’2w ago
you can set defaults for viewing in editor on the buildable there was a regression with the enw materials I have yet to patch in SML which would give better defaults but that wouldn't hlep ehre as those foundations use a apsecial grey... maybe... did they clean it up. I can't remember
Rex
Rexβ€’2w ago
There were some disconnected pins in one of the materials But yes, the thing defaults to black unless you set per instance floats or change MF_Get{Primary/Secondary}Color to return a different colour (which is a crude hack)
AngryBeaver
AngryBeaverβ€’2w ago
and you can set per instance values on static mesh components. so the onbly time you have to see black is the model viewer
Spokloo
SpoklooOPβ€’2w ago
I think I found it, it only affects the mesh placed in the scene correct? If I wanna do that for all my meshes it's gonna take a while, isn't there a way to set it globally? I found these in the material itself but it doesn't seem to affect the color
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Rex
Rexβ€’2w ago
or change MF_Get{Primary/Secondary}Color to return a different colour (which is a crude hack)
That's global
Spokloo
SpoklooOPβ€’2w ago
Aaah ok
Spokloo
SpoklooOPβ€’2w ago
I inputted the color but it seems too bright :thonk:
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Spokloo
SpoklooOPβ€’2w ago
In game it's #5D5D5D Which I converted to the RGB value 0.364706 (x3)
Rex
Rexβ€’2w ago
Did you input it as linear or sRGB?
Spokloo
SpoklooOPβ€’2w ago
Like this
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Spokloo
SpoklooOPβ€’2w ago
I'd guess linear
Rex
Rexβ€’2w ago
Huh, I thought you did the global approach
Spokloo
SpoklooOPβ€’2w ago
Oh yeah, this was just a test I didn't do the global thing yet
Rex
Rexβ€’2w ago
I don't know the conversion, I just use UE's colour picker to translate Linear <---> sRGB
Spokloo
SpoklooOPβ€’2w ago
I'll try it
Rex
Rexβ€’2w ago
Yeah, looks like you want to convert the values
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Spokloo
SpoklooOPβ€’2w ago
Aaaah ok
Rex
Rexβ€’2w ago
The numbers you have are for a linear colour
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Spokloo
SpoklooOPβ€’2w ago
That makes sense
Spokloo
SpoklooOPβ€’2w ago
Does it look a bit off or is it just me?
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AngryBeaver
AngryBeaverβ€’2w ago
That's the kind off I expect if the icons had a consistent lighting setup I'd be working ahrder to replicate it exactly
Spokloo
SpoklooOPβ€’2w ago
Ok thanks
Spokloo
SpoklooOPβ€’2w ago
Any tips to reproduce the lighting as accurate as possible?
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Rex
Rexβ€’2w ago
Replace the vanilla icons to match :wonke:
AngryBeaver
AngryBeaverβ€’2w ago
it's what I did for the pipeline cross πŸ˜„
Spokloo
SpoklooOPβ€’2w ago
Ah
AngryBeaver
AngryBeaverβ€’2w ago
but specifically in this case you can get closer by brightening up the cubemap included in the icon generator, and then ramping up the brightness of the lights
Spokloo
SpoklooOPβ€’2w ago
Will try, thanks
Rex
Rexβ€’2w ago
Thanks for shining some light on what can be adjusted!
AngryBeaver
AngryBeaverβ€’2w ago
yeah a lot of their icons are kinda over exposed, and what I have now is a little dark and flat but some of those icons are still like from Update 3 ish. and the lighting engine has undergone so many changes you can see the difference between their own icons
Spokloo
SpoklooOPβ€’2w ago
Yeah
Spokloo
SpoklooOPβ€’2w ago
It's so hard to get close :NOOOO: Why is the outer ring so bright compared to the rest
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Spokloo
SpoklooOPβ€’2w ago
The color doesn't even look right
AngryBeaver
AngryBeaverβ€’2w ago
because there's like a 100 factors that go into making a shiny metal look exactly right sorry πŸ˜„
Spokloo
SpoklooOPβ€’2w ago
Yeah I know it's such a headache
AngryBeaver
AngryBeaverβ€’2w ago
-cough- might have something to do with why I haven't put a lot of effort into tryint to perfect my lighting setup as I know how much time and frustration it'll take and U 1.0 dashed my hopes of having a universal icon style
Rex
Rexβ€’2w ago
I should just make a mod that takes pictures of the buildables and replaces all the icons
Spokloo
SpoklooOPβ€’2w ago
Like in game directly? Understandable xD If I manage to find something that works I'll share the settings if you want
Rex
Rexβ€’2w ago
Yes, I can do cursed things
Spokloo
SpoklooOPβ€’2w ago
I love cursed things I mean it's not that cursed xD It's actually a really great idea
Rex
Rexβ€’2w ago
I mean implementation-wise
Spokloo
SpoklooOPβ€’2w ago
Aah yeah
Rex
Rexβ€’2w ago
The only pieces I'm missing are "spawning and destroying buildables without a build gun" and "scaling buildables to be of roughly the same size"
Spokloo
SpoklooOPβ€’2w ago
I tried doing some weird stuff with rectangular lights to lighten up the rectangular grids on the sides to make it more similar to the base game icon but it's nowhere near 🀣
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Spokloo
SpoklooOPβ€’2w ago
Side to side comparison
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Spokloo
SpoklooOPβ€’2w ago
I think it's slightly better than my other iterations but still, it's pretty bad
Rex
Rexβ€’2w ago
I'm more concerned about the pixels than anything else
Spokloo
SpoklooOPβ€’2w ago
It's just an in game screenshot I took and resized it to the same size x) It was just to see the colors comparison mainly
Rex
Rexβ€’2w ago
Do your icons have mipmaps?
Spokloo
SpoklooOPβ€’2w ago
I've already heard this term but I don't know what it means
Rex
Rexβ€’2w ago
Out of curiosity, what are the texture settings you use for your icons?
Spokloo
SpoklooOPβ€’2w ago
You mean this?
Rex
Rexβ€’2w ago
Open the texture asset, show the details panel The asset you have for this in the mod files
Spokloo
SpoklooOPβ€’2w ago
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Spokloo
SpoklooOPβ€’2w ago
On the base color texture
Rex
Rexβ€’2w ago
I mean the item icon
Spokloo
SpoklooOPβ€’2w ago
Uh It's just a png file
Rex
Rexβ€’2w ago
Oh, you didn't import it into UE again
Spokloo
SpoklooOPβ€’2w ago
Ah my bad
Rex
Rexβ€’2w ago
Honestly, I'm not even sure if the icon even matches the foundations as they currently look in-game
Spokloo
SpoklooOPβ€’2w ago
Pretty sure they don't But I really wanna match the other icons colors (idc if it's not perfect I just need a "close enough")
Spokloo
SpoklooOPβ€’2w ago
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Rex
Rexβ€’2w ago
It's easier to replace the base game icons
Spokloo
SpoklooOPβ€’2w ago
I guess so, but there are a lot of foundations and as I mentionned in the past, I want my mod to feel as vanilla as possible, so I'm not too keen on changing the base icons (even though that's what I might end up with)
Rex
Rexβ€’2w ago
Okay, that has 10 mips which means it's using mipmaps. I'd suggest setting the texture group to the same one that base game icons use for consistency So if vanilla reuses icons taken before the beginning of time, would you be willing to do the same? I mean, you can try messing with the exposure in the scene capture settings, but it's not something I'd spend a lot of time on
Spokloo
SpoklooOPβ€’2w ago
I know that's not the logical thing to do but I probably have OCD so my mind wants the same as the base game even though it's dumb 🀣 Though thinking logically you're absolutely right
Rex
Rexβ€’2w ago
Messing with exposure settings of the scene capture is worth a shot, but getting the perfect would likely involve acquiring a time machine to re-do the mod in Update 3 or something
Spokloo
SpoklooOPβ€’2w ago
Fair enough I guess I won't have a choice But that's a bit infuriating x) If only I could just yoink the light setup they used for making the foundation icons (even just for stairs since they were made for 1.0)
Rex
Rexβ€’2w ago
You may want to go to the Satisfactory QA and open an issue about icon inconsistency, maybe it'll become a FICSMAS gift This game used to use UE4 until Early Access Update 8, I remember lighting changed quite a bit
Spokloo
SpoklooOPβ€’2w ago
Yeah but surely they did the icons for the foundations stairs in UE5 right? It looks close enough I think
Rex
Rexβ€’2w ago
Yes, but I don't remember what stair icons look like
Spokloo
SpoklooOPβ€’2w ago
They bearly peek out of the screenshot I took (don't wanna reopen the game xD)
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Spokloo
SpoklooOPβ€’2w ago
They're a bit different but that's near-enough
Rex
Rexβ€’2w ago
One of the things I noticed is the size difference, and the fact that the base game icon is rather blurry
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Spokloo
SpoklooOPβ€’2w ago
It looks a bit more blueish as well https://questions.satisfactorygame.com/post/672d1167c11fcb08da7cafe8 πŸ‘€ It's probably not the best way to phrase it but I couldn't be bothered and I'm tired
Rex
Rexβ€’2w ago
There's a tag about mods too
Spokloo
SpoklooOPβ€’2w ago
Didn't see it thanks Btw, forgot to ask but which texture group is that?
Rex
Rexβ€’2w ago
I don't know, let me check. I mean, World would work, even if not absolutely perfectly "LODGroup": "TEXTUREGROUP_Project01" I think that's UI Streamable
Spokloo
SpoklooOPβ€’2w ago
I don't see the difference :thonk:
Rex
Rexβ€’2w ago
It's probably not noticeable in the editor But it would probably avoid getting blurry icons at first if running low on VRAM
Spokloo
SpoklooOPβ€’2w ago
Ah ok
Spokloo
SpoklooOPβ€’2w ago
I think changing the temperature to a more blueish light was a good idea
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Spokloo
SpoklooOPβ€’2w ago
It looks much better
Spokloo
SpoklooOPβ€’2w ago
With more lighting on the grates rectangles, I'm not sure which is best
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Rex
Rexβ€’2w ago
Maybe halfway through?
Spokloo
SpoklooOPβ€’2w ago
Something like this?
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Spokloo
SpoklooOPβ€’2w ago
Too bright?
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Spokloo
SpoklooOPβ€’2w ago
I just reloaded the editor from the latest picture to this xD But it might not be that bad Oh it updated nvm The camera must have glitched Btw I don't think the Batch mode is working, or maybe I'm doing something wrong. It just takes what's on the scene
AngryBeaver
AngryBeaverβ€’2w ago
I just tested and it works fine the scene should be empty, baring lights and such the things should be added to a batch and the capture mode set to that batch
Spokloo
SpoklooOPβ€’2w ago
When it's empty, I get this output
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Spokloo
SpoklooOPβ€’2w ago
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AngryBeaver
AngryBeaverβ€’2w ago
which batch are you running?
Spokloo
SpoklooOPβ€’2w ago
ClassBatch?
AngryBeaver
AngryBeaverβ€’2w ago
place a foundation in your scene, sekect the cam data like you haveabd oress Load, then is the thumbnail right?
Spokloo
SpoklooOPβ€’2w ago
Yes
AngryBeaver
AngryBeaverβ€’2w ago
then it should be working because it places the listed buildable, snaps a picture, removes it, places the build and so on.
Spokloo
SpoklooOPβ€’2w ago
:thonk:
Spokloo
SpoklooOPβ€’2w ago
By thumbnail you mean the top left image right?
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AngryBeaver
AngryBeaverβ€’2w ago
yup, that's what it should be writing out wait a second do you actually have a visible instance of the mesh in the buildable? with the lightweights you don't actually have a static mesh component present do you in U8 there used to be a lightweight instance manager that would sort of self pop into existence that handled that. I haven't tried lgihtweight buildables in 1.0
Spokloo
SpoklooOPβ€’2w ago
What do you mean? Like in the scene?
Spokloo
SpoklooOPβ€’2w ago
My buildable does have a visible mesh, I'm not sure I understand what you mean
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AngryBeaver
AngryBeaverβ€’2w ago
I'll have to investigaate
Spokloo
SpoklooOPβ€’2w ago
Hmm alright
Spokloo
SpoklooOPβ€’2w ago
Encountered a weird bug @AngryBeaver When using the name replace, if I replace by Desc_ it works properly But if I replace with IconDesc_ instead, the first time it works, but all the other times it adds an additional Icon prefix
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Spokloo
SpoklooOPβ€’2w ago
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AngryBeaver
AngryBeaverβ€’2w ago
Each of those rules are run in order. I don't have a way to run them simultaneously.
Spokloo
SpoklooOPβ€’2w ago
Aaah Got it thanks
Spokloo
SpoklooOPβ€’2w ago
What do you think?
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Spokloo
SpoklooOPβ€’2w ago
I've made them manually since I couldn't figure out the batch thing
Rex
Rexβ€’2w ago
:launch:
Spokloo
SpoklooOPβ€’2w ago
I might have messed up the 4m one The angle doesn't look the same
Rex
Rexβ€’2w ago
It's taller, that's why
Spokloo
SpoklooOPβ€’2w ago
Oh
Rex
Rexβ€’2w ago
I don't see the issue tbh
Spokloo
SpoklooOPβ€’2w ago
Yeah sometimes I forget physics That's fine I guess
Rex
Rexβ€’2w ago
Pretty sure base game has the same thing
Spokloo
SpoklooOPβ€’2w ago
Yeah plus I already spent waaaay too much time on 3 icons x) I've got a lot more to do Really thought it would take me very little time using the generators but didn't think lighting would be such an issue
Spokloo
SpoklooOPβ€’2w ago
It's really not that bad!
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Spokloo
SpoklooOPβ€’2w ago
If you don't look too closely it looks just like the others Maybe the grates are not as much highlighted as the other icons but that's fine
Spokloo
SpoklooOPβ€’2w ago
Using the same tricks I did with the ficsit set I can't seem to lighten up the middle part more than this on the grip metal material πŸ€”
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Spokloo
SpoklooOPβ€’2w ago
This is way brighter
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Rex
Rexβ€’2w ago
I guess you should place the light sources so that the light reflects more towards the camera
Spokloo
SpoklooOPβ€’2w ago
It just does something like this
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Spokloo
SpoklooOPβ€’2w ago
Coming back to this, anyone got an idea? I didn't work on it since yesterday but I did try to change the primary colors but it's not affected by it
Rex
Rexβ€’2w ago
It should use the same as FICSIT
Spokloo
SpoklooOPβ€’2w ago
It doesn't look any different
Rex
Rexβ€’2w ago
Same colours, sorry
Spokloo
SpoklooOPβ€’2w ago
I know but like even if I put bright pink it still looks the same It's not affected by colors
Rex
Rexβ€’2w ago
Oh Does it become bright pink if doing the same in-game?
Spokloo
SpoklooOPβ€’2w ago
Gonna try it but I'm pretty sure it won't I don't think it's paintable Unless I'm wrong
Rex
Rexβ€’2w ago
I honestly don't remember, best way to know is to check
AngryBeaver
AngryBeaverβ€’2w ago
It isn't. Well the markings change color
Spokloo
SpoklooOPβ€’2w ago
But then how do I make it a brighter color? Since any light I shine results in something overexposed or underexposed
Rex
Rexβ€’2w ago
Doesn't the scene capture have an exposure setting?
AngryBeaver
AngryBeaverβ€’2w ago
There's also the cubemap
Spokloo
SpoklooOPβ€’2w ago
Only in the lights settings I think but I played with those a lot and nothing worked I tried this as well but increasing the brightness still doesn't give the right color
Rex
Rexβ€’2w ago
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Spokloo
SpoklooOPβ€’2w ago
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AngryBeaver
AngryBeaverβ€’2w ago
We'll it has its own color too. So if it's not the right colour you might need to change it
Spokloo
SpoklooOPβ€’2w ago
Where? I can't see it
Rex
Rexβ€’2w ago
Would using a different light shape help?
Spokloo
SpoklooOPβ€’2w ago
Idk, I already tried several but It's always way off
Rex
Rexβ€’2w ago
At this point, you know what? Make a post-process material and assign it to the scene capture πŸ˜„ You can do weird things there
Spokloo
SpoklooOPβ€’2w ago
What's that?
Rex
Rexβ€’2w ago
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Rex
Rexβ€’2w ago
Example of a post-process material I tried to make to simulate being underwater
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Spokloo
SpoklooOPβ€’2w ago
How would you make a post-process material? I don't really get it, what's the point?
Rex
Rexβ€’2w ago
You make a material, set the settings to be a post-process material and assign it to the scene capture Why would you make one? You can use them to do tone mapping and similar stuff Is that the right tool? I don't know, maybe not, but it's an option
Spokloo
SpoklooOPβ€’2w ago
But if it's a brand new material, it won't have the gripmetal one? Or should I duplicate it? When changing that on MM_BakedStencil it just becomes black What about this? How do you change the cubemap's color?
AngryBeaver
AngryBeaverβ€’2w ago
It's a picture in the repo
Rex
Rexβ€’2w ago
The post-process material is applied to the scene capture, the camera taking pictures of your meshes It's like filters but a lot more powerful
Spokloo
SpoklooOPβ€’2w ago
The skybox? Hmm, it just makes my whole scene the color I chose and doesn't change anything in the capturing
Rex
Rexβ€’2w ago
points at the example picture
Spokloo
SpoklooOPβ€’2w ago
I don't understand how they work
AngryBeaver
AngryBeaverβ€’2w ago
Because you need to assign the post process to the camera capturing the icon too.
Rex
Rexβ€’2w ago
SceneTexture: PostProcessInput0 is the data from the camera
AngryBeaver
AngryBeaverβ€’2w ago
And yes there's the element in the hierarchy that substitutes a picture in for anything that needs a reflection that's pretty important and one of the 100 things that change shiny metal.
Spokloo
SpoklooOPβ€’2w ago
I'm completely lost I don't understand anything x)
AngryBeaver
AngryBeaverβ€’2w ago
I could tell. But unfortunately I don't have it in me to explain every piece of everything in something this complicated today as I've got stuff happening. Hopefully you can do some googling around the terms I mentioned to get a clearer idea.
Spokloo
SpoklooOPβ€’2w ago
It's ok thanks anyways I appreciate your help :wonke:
Spokloo
SpoklooOPβ€’2w ago
I gave up on the grip metal for now. So I did the concrete, asphalt, and coated concrete in the mean time, could you give your opinions on them please?
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Spokloo
SpoklooOPβ€’2w ago
I'm the most skeptical on the coated concrete one, I think the others look fine especially the concrete
Spokloo
SpoklooOPβ€’2w ago
Maybe something more like this for coated concrete?
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Spokloo
SpoklooOPβ€’2w ago
Does it look weird?
Spokloo
SpoklooOPβ€’2w ago
Or this?
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Spokloo
SpoklooOPβ€’4d ago
I managed to get really close, what do you think?
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Spokloo
SpoklooOPβ€’4d ago
Compared to the base game icon:
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