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fix(ugc): metal look only from the client's material types
LU Toolbox's metallic table also has colors the client's Materials.xml types shinyPlastic, such as 131, the grey of many baseplates, so whole baseplates went into S88_Metal_Model. Metal now comes from the Materials.xml types (shinySteel) and the settings' colors only; the table still gives colors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -452,9 +452,11 @@ all of its levels, so each look needs a group of its own.
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| `satin_whiten` | 20 | Percent: how far satin colors are moved towards white (in linear RGB, after the color variation). |
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Which color has which look is data, not a list in the code (`UgcModel::LookOf`): glow is LU Toolbox's glow table
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(`UgcPalette::Glow`: 50, 294, 329, 9000-9027), metal is LU Toolbox's metallic table (`UgcPalette::IsMetallic`) plus
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the Materials.xml types above (the clients checked have 8 or 14 `shinySteel` colors, and 1 or 3 `glitter` ones: 129,
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341, 351), glitter is the `glitter` type plus `glitter_colors`. Pearl stays plastic (the client has no shader for it).
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(`UgcPalette::Glow`: 50, 294, 329, 9000-9027), metal is the Materials.xml types above (the clients checked have 8 or
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14 `shinySteel` colors, and 1 or 3 `glitter` ones: 129, 341, 351), glitter is the `glitter` type plus
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`glitter_colors`. LU Toolbox's metallic table only colors bricks, it gives no look: most of it is `shinyPlastic` in the
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client's Materials.xml (131, the grey of many baseplates, is plastic in the client's brick colors too), and it put
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whole baseplates in `S88_Metal_Model`. Pearl stays plastic (the client has no shader for it).
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Only opaque bricks get metal and glow: a transparent glowing color (294 with the brick database palette, alpha 150)
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stays in `S01_Alpha_Model`. Transparent bricks can be glitter (every glitter color the clients have is transparent:
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341 and 351 have alpha 150, 129 is in `transparent_colors`).
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