Atarlost wrote:I'd group plasteel with titanium and reactive with blast plate, simply because they're more similar.
Plasteel actually has a named texture in TranscendenceArt. And the description of Blast plate states it's a special version of plasteel (and the pirate plating is light-grey). It's also the first profitable tinkered ore armor so I'd differentiate it from the asteroid-dirt cheap titaniums.
I was guided with material types and descriptions instead of armor bonuses,
which in-game also come from coatings so i gave origin priority over performance (except special traits).
Duralloy (slightly tweaked to stand out), Urak, Dwarg, Sung (aka polka dot

), Meteorsteel and Iocrym use original named textures, color corrected according to ship graphics.
Stealth, Tharsis and solar/powered were my tweaks, even though heliotrope ships aren't blue (I used an actual solar panel photo). I used the volcano world texture for ithalium (it being a volcanic ore alloy) and the ringer collective metal structure for 4/6/8-carbide. Omsk/Hexphase were taken from the Makayev factory model together with the bump map which I also applied to the darkplasteel texture and used it for Orthosteel.
Atarlost wrote:You didn't mention depleted uranium or transuranic, which I'd group with ithalium, again for the similar resistance profiles, unless you want to extract the texture from the ranx ships.
Ranx are a bit too dark. Good idea with the ithalium - i'll use the texture as a base, but I'd rather group them with XMH and neutronium since they all have some special material-based repair/stability trait.
The ceramic/ceralloy type will have its own icon then. I have no problem with creating more armor icons. I just didn't want to create so many it'd get all confusing again. And I'm leaving some slots for new armor types to come from StelliFer.
Regarding massive armor and
Wolfy's comment, I'd go with a new chunkier 3D model but keep the same texture. I don't know if it's worth it just for the Worldship (same color as meteorsteel), P1300 and massive tharsis (the only too heavy armor types). Then I'd also have to do the Dvalin armor differently - so we'd have 4 uniques (plus Dragon armor which should stay Sung-compatible). And by the time they all appear in game they're not that interesting versus octocarbide and Iocrym armor.
Catoptric and holochroal both reflect so I think they should stay regular Dwarg-coloured.
So that leaves: Tevlar (carbon fiber in plasteel - stealth?), Gusoku (ultra-ceralloy like Dvalin?), Diamond lattice (sparkly?), carbide carapace (special- not like the ringer 4/6/8). Maybe add those emitters to the Omsk armor and separate it from Hexphase? I also forgot Luminous which have their own greenish/copper themed ships.
And do dark matter and hierosteel armor types come into regular play at all?
If I skin them too, this'll become a complete Transcendence armor graphics mod.
P.S.
stealthx wrote:But the circle hex looks a bit like polka dots don't you think?
It's the original Sung scalearmor texture. I'll make the new model hexagonal and center the decal.