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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Missing icon in the game (picture attached)

    Scheduled Pinned Locked Moved FAF support (client and account issues)
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    • B Offline
      bofhlusr
      last edited by

      I have a copy of the unit (smp0050_icon.dds) which I found here:

      C:\Users\me\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\mymod\textures\ui\common\icons\units

      How do I fix the missing icon (see attached)? Where does the smp0050_icon.dds file go? To hich folder?
      Thank you.

      FAF - missing icon in the game-2026-01-14_12-39-36.png

      SaverS 1 Reply Last reply Reply Quote 0
      • SaverS Offline
        Saver @bofhlusr
        last edited by

        @bofhlusr
        Hi, I created it like this in my mod. Maybe it will help you.

        mods\Savers Unitspack\icons\units

        auch mal fünf gerade sein lassen

        1 Reply Last reply Reply Quote -1
        • B Offline
          bofhlusr
          last edited by

          I placed the unit icon "smp0050_icon.dds' in two locations below but it's still not working 😞

          1. C:\Users\me\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\mymod\icons\units
          2. C:\Users\me\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\mymod\textures\ui\common\icons\units

          Maybe it's in the unit's bp lua file??
          Missing icon - Sky Worker.jpg

          ---snip, snip---
          UnitBlueprint {
          Audio = {
          AmbientMove = Sound {
          Bank = 'UEL',
          Cue = 'UEL0205_Move_Loop',
          LodCutoff = 'UnitMove_LodCutoff',
          },
          Destroyed = Sound {
          Bank = 'UELDestroy',
          Cue = 'UEL_Destroy_Med_Land',
          LodCutoff = 'UnitMove_LodCutoff',
          },
          StartMove = Sound {
          Bank = 'UEL',
          Cue = 'UEL0205_Move_Start',
          LodCutoff = 'UnitMove_LodCutoff',
          },
          StopMove = Sound {
          Bank = 'UEL',
          Cue = 'UEL0205_Move_Stop',
          LodCutoff = 'UnitMove_LodCutoff',
          },
          UISelection = Sound {
          Bank = 'Interface',
          Cue = 'UEF_Select_Vehicle',
          LodCutoff = 'UnitMove_LodCutoff',
          },
          },
          Buffs = {
          Regen = {
          Level1 = 2,
          Level2 = 4,
          Level3 = 6,
          Level4 = 8,
          Level5 = 10,
          },
          },
          BuildIconSortPriority = 90,
          Categories = {
          'PRODUCTSC1',
          'SELECTABLE',
          'BUILTBYCICCIO3',
          'BUILTBYTIER3FACTORY',
          'BUILTBYCICCIO2', -- added
          'BUILTBYTIER2FACTORY', -- added
          'UEF',
          'MOBILE',
          'LAND',
          -- 'TECH3',
          'TECH2',
          'ANTIAIR',
          'VISIBLETORECON',
          'RECLAIMABLE',
          'OVERLAYANTIAIR',
          },
          Defense = {
          AirThreatLevel = 3,
          ArmorType = 'Normal',
          EconomyThreatLevel = 0,
          Health = 3800,
          MaxHealth = 3800,
          RegenRate = 0,
          SubThreatLevel = 0,
          SurfaceThreatLevel = 0,
          },
          Description = '<LOC SMP0050_desc>Mobile AA T2',
          Display = {
          Abilities = {
          '<LOC ability_aa>Anti-Air',
          },
          Mesh = {
          IconFadeInZoom = 130,
          LODs = {
          {
          LODCutoff = 100,
          Scrolling = true,
          ShaderName = 'Unit',
          },
          {
          AlbedoName = 'uel0205_lod1_albedo.dds',
          LODCutoff = 215,
          ShaderName = 'Unit',
          SpecularName = 'uel0205_lod1_specteam.dds',
          },
          },
          },
          MovementEffects = {
          Land = {
          Effects = {
          {
          Bones = {
          'Exhaust_Left',
          'Exhaust_Right',
          },
          Type = 'GroundKickup01',
          },
          },
          Treads = {
          ScrollTreads = true,
          TreadMarks = {
          {
          TreadMarks = 'tank_treads_albedo',
          TreadMarksInterval = 0.3,
          TreadMarksSizeX = 0.5,
          TreadMarksSizeZ = 0.5,
          TreadOffset = {
          0,
          0,
          -0.1,
          },
          },
          },
          },
          },
          },
          PlaceholderMeshName = 'UXL0004',
          SpawnRandomRotation = false,
          UniformScale = 0.2,
          },
          Economy = {
          BuildCostEnergy = 5100,
          BuildCostMass = 1000,
          BuildTime = 1600,
          TeleportEnergyMod = 0.15,
          TeleportMassMod = 1,
          TeleportTimeMod = 0.01,
          },
          General = {
          Category = 'Anti Air',
          Classification = 'RULEUC_MilitaryVehicle',
          CommandCaps = {
          RULEUCC_Attack = true,
          RULEUCC_CallTransport = true,
          RULEUCC_Capture = false,
          RULEUCC_Guard = true,
          RULEUCC_Move = true,
          RULEUCC_Nuke = false,
          RULEUCC_Patrol = true,
          RULEUCC_Reclaim = false,
          RULEUCC_Repair = false,
          RULEUCC_RetaliateToggle = true,
          RULEUCC_Stop = true,
          RULEUCC_Transport = false,
          },
          FactionName = 'UEF',
          Icon = 'land',
          TechLevel = 'RULEUTL_Advanced',
          UnitName = '<LOC SMP0050_name>Sky Worker',
          UnitWeight = 1,
          },
          Intel = {
          VisionRadius = 26,
          },
          Interface = {
          HelpText = '<LOC SMP0050_help>Mobile AA Flak Artillery T2',
          },
          LifeBarHeight = 0.075,
          LifeBarOffset = 0.4,
          LifeBarSize = 0.8,
          Physics = {
          BankingSlope = 0,
          BuildOnLayerCaps = {
          LAYER_Air = false,
          LAYER_Land = true,
          LAYER_Orbit = false,
          LAYER_Seabed = false,
          LAYER_Sub = false,
          LAYER_Water = false,
          },
          DragCoefficient = 0.2,
          MaxAcceleration = 2.8,
          MaxBrake = 2.8,
          MaxSpeed = 2.8,
          MaxSpeedReverse = 0,
          MaxSteerForce = 5,
          MeshExtentsX = 0.9,
          MeshExtentsY = 0.55,
          MeshExtentsZ = 1.05,
          MinSpeedPercent = 0,
          MotionType = 'RULEUMT_Land',
          RotateOnSpot = true,
          RotateOnSpotThreshold = 0.5,
          TurnRadius = 0,
          TurnRate = 90,
          },
          SelectionSizeX = 0.45,
          SelectionSizeZ = 0.65,
          SelectionThickness = 0.66,
          SizeX = 0.6,
          SizeY = 0.4,
          SizeZ = 0.85,
          -- StrategicIconName = 'icon_land3_antiair',
          StrategicIconName = 'icon_land2_antiair',
          StrategicIconSortPriority = 125,
          Transport = {
          TransportClass = 4,
          },
          Veteran = {
          Level1 = 4,
          Level2 = 8,
          Level3 = 12,
          Level4 = 16,
          Level5 = 20,
          },
          Weapon = {
          {
          AlwaysRecheckTarget = true,
          Audio = {
          Fire = Sound {
          Bank = 'UELWeapon',
          Cue = 'UEL0205_Artillery_Frag',
          LodCutoff = 'Weapon_LodCutoff',
          },
          },
          BallisticArc = 'RULEUBA_None',
          CannotAttackGround = true,
          CollideFriendly = false,
          Damage = 36,
          DamageFriendly = false,
          DamageRadius = 6,
          DamageType = 'Normal',
          DetonatesAtTargetHeight = true,
          DisplayName = 'Fragmentation Flak',
          FireTargetLayerCapsTable = {
          Land = 'Air',
          Water = 'Air',
          },
          FiringRandomness = 2.5,
          FiringTolerance = 2,
          Label = 'AAGun',
          MaxRadius = 40,
          MuzzleSalvoDelay = 0,
          MuzzleSalvoSize = 1,
          MuzzleVelocity = 20,
          ProjectileId = '/projectiles/TAALightFragmentationShell01/TAALightFragmentationShell01_proj.bp',
          ProjectileLifetimeUsesMultiplier = 1.25,
          ProjectilesPerOnFire = 2,
          RackBones = {
          {
          MuzzleBones = {
          'Turret_Muzzle_Left',
          },
          RackBone = 'Turret_Recoil_Left',
          },
          {
          MuzzleBones = {
          'Turret_Muzzle_Right',
          },
          RackBone = 'Turret_Recoil_Right',
          },
          },
          RackFireTogether = true,
          RackRecoilDistance = -0.25,
          RackReloadTimeout = 0,
          RackSalvoChargeTime = 0,
          RackSalvoReloadTime = 0,
          RackSalvoSize = 1,
          RackSlavedToTurret = false,
          RangeCategory = 'UWRC_AntiAir',
          RateOfFire = 2,
          TargetCheckInterval = 0.3,
          TargetPriorities = {
          'SPECIALHIGHPRI',
          'AIR MOBILE HIGHPRIAIR',
          'AIR MOBILE TECH3 BOMBER',
          'AIR MOBILE BOMBER',
          'AIR MOBILE GROUNDATTACK',
          'AIR MOBILE TRANSPORTATION',
          'AIR MOBILE',
          'SPECIALLOWPRI',
          'ALLUNITS',
          },
          TargetRestrictDisallow = 'UNTARGETABLE',
          TrackingRadius = 1.4,
          TurretBoneMuzzle = 'Turret_Muzzle_Left',
          TurretBonePitch = 'Turret_Barrel',
          TurretBoneYaw = 'Turret',
          TurretDualManipulators = false,
          TurretPitch = 35,
          TurretPitchRange = 80,
          TurretPitchSpeed = 180,
          TurretYaw = 0,
          TurretYawRange = 180,
          TurretYawSpeed = 180,
          Turreted = true,
          WeaponCategory = 'Anti Air',
          WeaponRepackTimeout = 0,
          WeaponUnpacks = false,
          },
          {
          AlwaysRecheckTarget = true,
          Audio = {
          Fire = Sound {
          Bank = 'UELWeapon',
          Cue = 'UEL0205_Artillery_Frag',
          LodCutoff = 'Weapon_LodCutoff',
          },
          },
          BallisticArc = 'RULEUBA_None',
          CannotAttackGround = true,
          CollideFriendly = false,
          Damage = 36,
          DamageFriendly = false,
          DamageRadius = 6,
          DamageType = 'Normal',
          DetonatesAtTargetHeight = true,
          DisplayName = 'Fragmentation Flak',
          FireTargetLayerCapsTable = {
          Land = 'Air',
          Water = 'Air',
          },
          FiringRandomness = 2.5,
          FiringTolerance = 2,
          Label = 'AAGun',
          MaxRadius = 40,
          MuzzleSalvoDelay = 0,
          MuzzleSalvoSize = 1,
          MuzzleVelocity = 20,
          ProjectileId = '/projectiles/TAALightFragmentationShell01/TAALightFragmentationShell01_proj.bp',
          ProjectileLifetimeUsesMultiplier = 1.25,
          ProjectilesPerOnFire = 2,
          RackBones = {
          {
          MuzzleBones = {
          'Turret_Muzzle_Left01',
          },
          RackBone = 'Turret_Recoil_Left01',
          },
          {
          MuzzleBones = {
          'Turret_Muzzle_Right01',
          },
          RackBone = 'Turret_Recoil_Right01',
          },
          },
          RackFireTogether = true,
          RackRecoilDistance = -0.25,
          RackReloadTimeout = 0,
          RackSalvoChargeTime = 0,
          RackSalvoReloadTime = 0,
          RackSalvoSize = 1,
          RackSlavedToTurret = false,
          RangeCategory = 'UWRC_AntiAir',
          RateOfFire = 2,
          TargetCheckInterval = 0.3,
          TargetPriorities = {
          'SPECIALHIGHPRI',
          'AIR MOBILE HIGHPRIAIR',
          'AIR MOBILE TECH3 BOMBER',
          'AIR MOBILE BOMBER',
          'AIR MOBILE GROUNDATTACK',
          'AIR MOBILE TRANSPORTATION',
          'AIR MOBILE',
          'SPECIALLOWPRI',
          'ALLUNITS',
          },
          TargetRestrictDisallow = 'UNTARGETABLE',
          TrackingRadius = 1.4,
          TurretBoneMuzzle = 'Turret_Muzzle_Left01',
          TurretBonePitch = 'Turret_Barrel01',
          TurretBoneYaw = 'Turret01',
          TurretDualManipulators = false,
          TurretPitch = 35,
          TurretPitchRange = 80,
          TurretPitchSpeed = 180,
          TurretYaw = 0,
          TurretYawRange = 180,
          TurretYawSpeed = 180,
          Turreted = true,
          WeaponCategory = 'Anti Air',
          WeaponRepackTimeout = 0,
          WeaponUnpacks = false,
          },
          {
          AlwaysRecheckTarget = true,
          Audio = {
          Fire = Sound {
          Bank = 'UELWeapon',
          Cue = 'UEL0205_Artillery_Frag',
          LodCutoff = 'Weapon_LodCutoff',
          },
          },
          BallisticArc = 'RULEUBA_None',
          CannotAttackGround = true,
          CollideFriendly = false,
          Damage = 36,
          DamageFriendly = false,
          DamageRadius = 6,
          DamageType = 'Normal',
          DetonatesAtTargetHeight = true,
          DisplayName = 'Fragmentation Flak',
          FireTargetLayerCapsTable = {
          Land = 'Air',
          Water = 'Air',
          },
          FiringRandomness = 2.5,
          FiringTolerance = 2,
          Label = 'AAGun',
          MaxRadius = 40,
          MuzzleSalvoDelay = 0,
          MuzzleSalvoSize = 1,
          MuzzleVelocity = 20,
          ProjectileId = '/projectiles/TAALightFragmentationShell01/TAALightFragmentationShell01_proj.bp',
          ProjectileLifetimeUsesMultiplier = 1.25,
          ProjectilesPerOnFire = 2,
          RackBones = {
          {
          MuzzleBones = {
          'Turret_Muzzle_Left02',
          },
          RackBone = 'Turret_Recoil_Left02',
          },
          {
          MuzzleBones = {
          'Turret_Muzzle_Right02',
          },
          RackBone = 'Turret_Recoil_Right02',
          },
          },
          RackFireTogether = true,
          RackRecoilDistance = -0.25,
          RackReloadTimeout = 0,
          RackSalvoChargeTime = 0,
          RackSalvoReloadTime = 0,
          RackSalvoSize = 1,
          RackSlavedToTurret = false,
          RangeCategory = 'UWRC_AntiAir',
          RateOfFire = 2,
          TargetCheckInterval = 0.3,
          TargetPriorities = {
          'SPECIALHIGHPRI',
          'AIR MOBILE HIGHPRIAIR',
          'AIR MOBILE TECH3 BOMBER',
          'AIR MOBILE BOMBER',
          'AIR MOBILE GROUNDATTACK',
          'AIR MOBILE TRANSPORTATION',
          'AIR MOBILE',
          'SPECIALLOWPRI',
          'ALLUNITS',
          },
          TargetRestrictDisallow = 'UNTARGETABLE',
          TrackingRadius = 1.4,
          TurretBoneMuzzle = 'Turret_Muzzle_Left02',
          TurretBonePitch = 'Turret_Barrel02',
          TurretBoneYaw = 'Turret02',
          TurretDualManipulators = false,
          TurretPitch = 35,
          TurretPitchRange = 80,
          TurretPitchSpeed = 180,
          TurretYaw = 0,
          TurretYawRange = 180,
          TurretYawSpeed = 180,
          Turreted = true,
          WeaponCategory = 'Anti Air',
          WeaponRepackTimeout = 0,
          WeaponUnpacks = false,
          },
          {
          AlwaysRecheckTarget = true,
          Audio = {
          Fire = Sound {
          Bank = 'UELWeapon',
          Cue = 'UEL0205_Artillery_Frag',
          LodCutoff = 'Weapon_LodCutoff',
          },
          },
          BallisticArc = 'RULEUBA_None',
          CannotAttackGround = true,
          CollideFriendly = false,
          Damage = 36,
          DamageFriendly = false,
          DamageRadius = 6,
          DamageType = 'Normal',
          DetonatesAtTargetHeight = true,
          DisplayName = 'Fragmentation Flak',
          FireTargetLayerCapsTable = {
          Land = 'Air',
          Water = 'Air',
          },
          FiringRandomness = 2.5,
          FiringTolerance = 2,
          Label = 'AAGun',
          MaxRadius = 40,
          MuzzleSalvoDelay = 0,
          MuzzleSalvoSize = 1,
          MuzzleVelocity = 20,
          ProjectileId = '/projectiles/TAALightFragmentationShell01/TAALightFragmentationShell01_proj.bp',
          ProjectileLifetimeUsesMultiplier = 1.25,
          ProjectilesPerOnFire = 2,
          RackBones = {
          {
          MuzzleBones = {
          'Turret_Muzzle_Left03',
          },
          RackBone = 'Turret_Recoil_Left03',
          },
          {
          MuzzleBones = {
          'Turret_Muzzle_Right03',
          },
          RackBone = 'Turret_Recoil_Right03',
          },
          },
          RackFireTogether = true,
          RackRecoilDistance = -0.25,
          RackReloadTimeout = 0,
          RackSalvoChargeTime = 0,
          RackSalvoReloadTime = 0,
          RackSalvoSize = 1,
          RackSlavedToTurret = false,
          RangeCategory = 'UWRC_AntiAir',
          RateOfFire = 2,
          TargetCheckInterval = 0.3,
          TargetPriorities = {
          'SPECIALHIGHPRI',
          'AIR MOBILE HIGHPRIAIR',
          'AIR MOBILE TECH3 BOMBER',
          'AIR MOBILE BOMBER',
          'AIR MOBILE GROUNDATTACK',
          'AIR MOBILE TRANSPORTATION',
          'AIR MOBILE',
          'SPECIALLOWPRI',
          'ALLUNITS',
          },
          TargetRestrictDisallow = 'UNTARGETABLE',
          TrackingRadius = 1.4,
          TurretBoneMuzzle = 'Turret_Muzzle_Left03',
          TurretBonePitch = 'Turret_Barrel03',
          TurretBoneYaw = 'Turret03',
          TurretDualManipulators = false,
          TurretPitch = 35,
          TurretPitchRange = 80,
          TurretPitchSpeed = 180,
          TurretYaw = 0,
          TurretYawRange = 180,
          TurretYawSpeed = 180,
          Turreted = true,
          WeaponCategory = 'Anti Air',
          WeaponRepackTimeout = 0,
          WeaponUnpacks = false,
          },
          },
          Wreckage = {
          Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
          EnergyMult = 1,
          HealthMult = 0.9,
          MassMult = 0.9,
          ReclaimTimeMultiplier = 1,
          WreckageLayers = {
          Air = false,
          Land = true,
          Seabed = false,
          Sub = false,
          Water = false,
          },
          },
          }
          --snip, snip--

          Schönes Zitat. Mir gefällt auch 'Überquere den Bach nicht, um Wasser zu holen'.

          1 Reply Last reply Reply Quote 0
          • B Offline
            bofhlusr
            last edited by

            Solved. Not a problem anymore. The solution was to re-install the game.

            1 Reply Last reply Reply Quote 0

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