Lightning Tank skin is alpha (despite at least three people having made promises).
Skin info
(++ means too bright, + means bright but OK, - and -- too dark)
I used the top 5 cubemapped textures.
Red
Texture'NewSniperRifle.1stPerson.sniper2' (crosshair)
Texture'VehicleFX.Skins.BDTailOff' (taillight)
Texture'AbaddonArchitecture.Decoration.stngls02go' (stained glass)
Texture'SkyLinkTexs.Floors.Fb_Cpredfloor_wetA' (concrete with red band)
Texture'Tensile.Lruce_Industrial_Crate_Red' (corrugated container)
Blue
Texture'InterfaceContent.Backgrounds.bg10' (smooth box)
Texture'AbaddonArchitecture.Decoration.stngls01go' (stained glass)
Texture'AbaddonArchitecture.Base.bas14go'
Texture'cp_Mech1.Decals.MechBanner' (stained glass-ish)
Texture'SkyLinkTexs.Floors.Fb_Cpbluefloor_wetA' (concrete with blue band)
Texture'Tensile.Lruce_Industrial_Crate_Blue' (corrugated container)
Transparent
Texture'InterfaceContent.Menu.ScoreBoxB' // Clear blue
FinalBlend'AW-Shaders.Shaders.ComplexityFinal' // Bronze with red and green
Shader'HourAdaraTexor.waterplasitsatradition' // Puddle
FinalBlend'InterfaceContent.Menu.CharFrame_Final' // Cubemap with windows
WetTexture'Liquids.liquid4' // Liquid (more colors available)
Texture'PC_UrbanTex.pauls_stuff.LightBox'
Shader'SC_Jungle.Creek.CreekWater' // Water
Shader'Tensile.Lruce_WaterPuddle' // Brown puddle
Texture'TerraTextures.Glass.PipeGlass01' // Dirty glass
Texture'UCGeneric.Glass.glass01' // Dirty glass
Texture'UCGeneric.Glass.glass02' // Dirty blue glass
Texture'UCGeneric.Glass.glass03' // Dirty glass
Shader'UCGeneric.Glass.glass03_Unlit' // Bright glass
Shader'UCGeneric.Glass.glass03_unlit_shiny' // Cubemapped glass
Texture'UCGeneric.Glass.glass04' // Dirty brown glass
FinalBlend'UCGeneric.Glass.glass04_FB' // Dirty brown cubemapped glass
Shader'UCGeneric.Glass.glass04_Translucent' // Semi-translucent brown glass
Texture'UCGeneric.Glass.glass05' // Glass
FinalBlend'UCGeneric.Glass.glass06_finalblend' // Blue glass
Texture'UCGeneric.Glass.glass07' // Dirty brown glass
Texture'UCGeneric.Glass.glass10' // Red glass
Texture'UCGeneric.Glass.glass11' // Streaked glass
Shader'WinX.Vehicles.Blue_ConstShiny' // Blueish
Shader'wm_textures.wm_DarkWater' // Puddle on corrugated metal
Shader'X_AW-Convert.Glass.AW-BadGlass1_ConstShiny' // Metallic
Shader'X_AW-Shaders.Shaders.AW-BogWater' // Dirty sunlit cubemapped water
Shader'X_CliffTest.Moist.AW-Waterfade2_ConstShiny' // Cubemapped brown puddle
Shader'X_cp_cubemaps.Shine.cp_trans1' // Brown cubemap
Shader'X_cp_cubemaps.Shine.N_Swampwater1_T_CP' // Green cubemap
Shader'X_DeployableTex.Mech.C_T_AmmoGlassShader_AW ' // Cubemapped glass
Shader'X_SG_Special_Decos.Mech.dispglass' // Diamond pattern window
Shader'X_wm_misc.Shaders.wm_Glass1' // Blue cubemap
Shader'XGameShadersB.TeleporterFX.TeleporterShader ' // Tan green cubemap
Shader'XGameTextures.SuperPickups.DOMScreens' // Speckled glass
Cubemapped
Combiner'AWGlobal.Shaders.Combiner6' // Rusty iron with red
Combiner'AW-Metals.Shaders.Combiner4' // Rusty nickel 1
Shader'X_AW-Convert.Glass.AW-Gemstone2_Shiny' // Lilac with dots of sun
Shader'X_AW-Shaders.Shaders.OutChrome' // Chrome with sky and trees (unlit?)
Shader'X_MiscPhysicsMeshesTex.SlabSkin1' // Tarnished iron
-- TexEnvMap'X_AW-Cubes.Cubes.AtollEnv1' // Darkness with red and green streaks
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap1' // Smooth black
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap2' // Black chrome
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap3' // Smooth black 2
-- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap9' // Smooth tan
-- TexEnvMap'XGameTextures.SuperPickups.MHenvMap'
- Combiner'AW-Metals.Wreckage.Combiner0' // Nickel
- Combiner'PickupSkins.Shaders.Combiner1' // Smooth solid flowing blue
- Shader'AWGlobal.Shaders.HighChrome' // Rusty silver with red
- Shader'AW-Metals.Shaders.JunkShiny2' // Rusty nickel 2
- Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlag' // Greenish bronze
- Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnv' // Yellow copper
- Shader'wm_textures.Water.wm_Water1Shader' // Smooth green
- Shader'wm_textures.wm_DarkWater3' // Blue-greenish dull granite
- Shader'wm_textures.wm_RedCrystalShader' // Flowing red granite
- Shader'X_cp_Evil3.Base.cp_testshader1' // White steel
- TexEnvMap'Albatross_architecture.Deco.advtexmap' // Chrome
- TexEnvMap'AWGlobal.Cubes.BloodEnv1' // Silver with red
- TexEnvMap'AW-ShieldShaders.Modifiers.TexEnvMap1' // Flowing steel
- TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlagEnvMap' // Blueish nickel
- TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnvMap' // Tan bronze
- TexEnvMap'BenTex01.Shader.OrangeShine01' // Smooth tan
- TexEnvMap'CorrosionTextures.Shaders.TexEnvMap0' // Smooth green
- TexEnvMap'Elecfeildsshine.Cubes.elecshine2' // Smooth gold
- TexEnvMap'FarEast.ProjectorTextures.ReflectionWind owEnv' // Dark blue-green chrome
- TexEnvMap'Phobos2_cp.HardwareSkins.TexEnvMap0' // Dark blueish chrome (also available 1-7)
- TexEnvMap'PickupSkins.Shaders.TexEnvMap0' // Smooth blue
- TexEnvMap'PickupSkins.Shaders.TexEnvMap1' // Smooth purple
- TexEnvMap'PickupSkins.Shaders.TexEnvMap2' // Smooth fire
- TexEnvMap'skyline-epic.CubeMaps.BlueSideEnv1' // Blueish chrome 1
- TexEnvMap'skyline-epic.CubeMaps.RedSideEnv1' // Blueish chrome 2
- TexEnvMap'X_AW-Cubes.Cubes.AlienEnv1_EnvMapCoords' // Purple and green chrome
- TexEnvMap'X_AW-Cubes.Cubes.BlueEnv1' // Stark greenish blue
- TexEnvMap'X_AW-Cubes.Cubes.GemEnv1_EnvMapCoords' // Brownish purple
- TexEnvMap'X_AW-Shaders.Shaders.Ter_Env' // Chrome with sky and trees 2
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap0' // Smooth black 1
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap10' // Smooth black 2
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap13' // Smooth black 3
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap15' // Smooth black 4
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap4' // Smooth black 5
- TexEnvMap'X_cp_terrain1.Wet.TexEnvMap18' // Smooth black 6
- TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap0' // Chrome with grey clouds 1
- TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap1' // Chrome with grey clouds 2
- TexEnvMap'X_wm_misc.Animating.wm_ShinyMetalEnv2' // Dark chrome
- TexEnvMap'XceptOne.Flux2.CubeMapMODA' // Grey blue chrome
- TexEnvMap'XceptOne.Flux2.OutSideCubemapA' // Dark chrome with blue
- TexModifier'wm_textures.Water.wm_Water1' // Smooth emerald
- TexRotator'PickupSkins.Shaders.TexRotator1' // Smooth fire
+ Combiner'AW-Shaders.Shaders.Combiner18' // Silver with tech stuff
+ Shader'Bastien_02.Metal.01' // Very rusty
+ Shader'X_AW-Shaders.Shaders.ChromeSkin' // Sky and brown-red rock 2
+ TexEnvMap'AW-Cubes.Cubes.ImulEnv_EnvMapCoords' // Silver
+ TexEnvMap'BarrensArchitecture.Base.gold04baTexEnvM ap' // Platinum
+ TexEnvMap'FarEast.Architecture.GoldEnvMinaretRoof' // Gold
+ TexEnvMap'wm_textures.Effects.wm_EnvMap1' // Smooth steel
+ TexEnvMap'X_AW-Cubes.Cubes.CheeryEnv1' // Sky and grass
+ TexEnvMap'X_AW-Cubes.Cubes.GoldEnv1' // Yellow
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv1_EnvMapCoords' // Sky and red rock
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv2_EnvMapCoords' // Sky and more red rock
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv3_EnvMapCoords' // Sky and brown-red rock
+ TexEnvMap'X_AW-Shaders.Base.TexEnvMap4' // Chrome with sky and trees 4
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap0' // Chrome with sky and brown-red rock 3
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap10' // Chrome with sky and trees 3
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap6' // Chrome with sky and trees 5
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap8' // Chrome with grey clouds
++ Combiner'AW-Metals.Shaders.Combiner11' // Icy blue 1
++ Shader'AW-Metals.Shaders.SafetyGlassShader' // Icy blue 2
++ Shader'BarrensArchitecture.Base.gold04ba_Shiny' // Gold
++ Shader'WinX.Vehicles.TruckBase_Shiny' // Dirty gold
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv' // Bright light blue 2
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv2' // Bright red 2
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnvWhite' // Bright steel
flowing Shader'CorrosionTextures.Shaders.JunkSlime' // Smooth green
flowing Shader'CorrosionTextures.Shaders.SlimeShader' // Smooth green
unlit Combiner'X_AW-Shaders.Shaders.Combiner15' // Greenish brown chrome
unlit FinalBlend'PickupSkins.Shaders.ShieldFinal' // Smooth fire
unlit Shader'AW-Metals.Shaders.SafetyGlassUnlit' // Icy blue
unlit Shader'PickupSkins.Shaders.BlueGlassShader' // Smooth blue
unlit Shader'PickupSkins.Shaders.ShieldShader' // Smooth fire
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal' // Bright light blue
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal2' // Bright red
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetalWhite' // Bright steel 2
Skin info
(++ means too bright, + means bright but OK, - and -- too dark)
I used the top 5 cubemapped textures.
Red
Texture'NewSniperRifle.1stPerson.sniper2' (crosshair)
Texture'VehicleFX.Skins.BDTailOff' (taillight)
Texture'AbaddonArchitecture.Decoration.stngls02go' (stained glass)
Texture'SkyLinkTexs.Floors.Fb_Cpredfloor_wetA' (concrete with red band)
Texture'Tensile.Lruce_Industrial_Crate_Red' (corrugated container)
Blue
Texture'InterfaceContent.Backgrounds.bg10' (smooth box)
Texture'AbaddonArchitecture.Decoration.stngls01go' (stained glass)
Texture'AbaddonArchitecture.Base.bas14go'
Texture'cp_Mech1.Decals.MechBanner' (stained glass-ish)
Texture'SkyLinkTexs.Floors.Fb_Cpbluefloor_wetA' (concrete with blue band)
Texture'Tensile.Lruce_Industrial_Crate_Blue' (corrugated container)
Transparent
Texture'InterfaceContent.Menu.ScoreBoxB' // Clear blue
FinalBlend'AW-Shaders.Shaders.ComplexityFinal' // Bronze with red and green
Shader'HourAdaraTexor.waterplasitsatradition' // Puddle
FinalBlend'InterfaceContent.Menu.CharFrame_Final' // Cubemap with windows
WetTexture'Liquids.liquid4' // Liquid (more colors available)
Texture'PC_UrbanTex.pauls_stuff.LightBox'
Shader'SC_Jungle.Creek.CreekWater' // Water
Shader'Tensile.Lruce_WaterPuddle' // Brown puddle
Texture'TerraTextures.Glass.PipeGlass01' // Dirty glass
Texture'UCGeneric.Glass.glass01' // Dirty glass
Texture'UCGeneric.Glass.glass02' // Dirty blue glass
Texture'UCGeneric.Glass.glass03' // Dirty glass
Shader'UCGeneric.Glass.glass03_Unlit' // Bright glass
Shader'UCGeneric.Glass.glass03_unlit_shiny' // Cubemapped glass
Texture'UCGeneric.Glass.glass04' // Dirty brown glass
FinalBlend'UCGeneric.Glass.glass04_FB' // Dirty brown cubemapped glass
Shader'UCGeneric.Glass.glass04_Translucent' // Semi-translucent brown glass
Texture'UCGeneric.Glass.glass05' // Glass
FinalBlend'UCGeneric.Glass.glass06_finalblend' // Blue glass
Texture'UCGeneric.Glass.glass07' // Dirty brown glass
Texture'UCGeneric.Glass.glass10' // Red glass
Texture'UCGeneric.Glass.glass11' // Streaked glass
Shader'WinX.Vehicles.Blue_ConstShiny' // Blueish
Shader'wm_textures.wm_DarkWater' // Puddle on corrugated metal
Shader'X_AW-Convert.Glass.AW-BadGlass1_ConstShiny' // Metallic
Shader'X_AW-Shaders.Shaders.AW-BogWater' // Dirty sunlit cubemapped water
Shader'X_CliffTest.Moist.AW-Waterfade2_ConstShiny' // Cubemapped brown puddle
Shader'X_cp_cubemaps.Shine.cp_trans1' // Brown cubemap
Shader'X_cp_cubemaps.Shine.N_Swampwater1_T_CP' // Green cubemap
Shader'X_DeployableTex.Mech.C_T_AmmoGlassShader_AW ' // Cubemapped glass
Shader'X_SG_Special_Decos.Mech.dispglass' // Diamond pattern window
Shader'X_wm_misc.Shaders.wm_Glass1' // Blue cubemap
Shader'XGameShadersB.TeleporterFX.TeleporterShader ' // Tan green cubemap
Shader'XGameTextures.SuperPickups.DOMScreens' // Speckled glass
Cubemapped
Combiner'AWGlobal.Shaders.Combiner6' // Rusty iron with red
Combiner'AW-Metals.Shaders.Combiner4' // Rusty nickel 1
Shader'X_AW-Convert.Glass.AW-Gemstone2_Shiny' // Lilac with dots of sun
Shader'X_AW-Shaders.Shaders.OutChrome' // Chrome with sky and trees (unlit?)
Shader'X_MiscPhysicsMeshesTex.SlabSkin1' // Tarnished iron
-- TexEnvMap'X_AW-Cubes.Cubes.AtollEnv1' // Darkness with red and green streaks
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap1' // Smooth black
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap2' // Black chrome
-- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap3' // Smooth black 2
-- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap9' // Smooth tan
-- TexEnvMap'XGameTextures.SuperPickups.MHenvMap'
- Combiner'AW-Metals.Wreckage.Combiner0' // Nickel
- Combiner'PickupSkins.Shaders.Combiner1' // Smooth solid flowing blue
- Shader'AWGlobal.Shaders.HighChrome' // Rusty silver with red
- Shader'AW-Metals.Shaders.JunkShiny2' // Rusty nickel 2
- Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlag' // Greenish bronze
- Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnv' // Yellow copper
- Shader'wm_textures.Water.wm_Water1Shader' // Smooth green
- Shader'wm_textures.wm_DarkWater3' // Blue-greenish dull granite
- Shader'wm_textures.wm_RedCrystalShader' // Flowing red granite
- Shader'X_cp_Evil3.Base.cp_testshader1' // White steel
- TexEnvMap'Albatross_architecture.Deco.advtexmap' // Chrome
- TexEnvMap'AWGlobal.Cubes.BloodEnv1' // Silver with red
- TexEnvMap'AW-ShieldShaders.Modifiers.TexEnvMap1' // Flowing steel
- TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlagEnvMap' // Blueish nickel
- TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnvMap' // Tan bronze
- TexEnvMap'BenTex01.Shader.OrangeShine01' // Smooth tan
- TexEnvMap'CorrosionTextures.Shaders.TexEnvMap0' // Smooth green
- TexEnvMap'Elecfeildsshine.Cubes.elecshine2' // Smooth gold
- TexEnvMap'FarEast.ProjectorTextures.ReflectionWind owEnv' // Dark blue-green chrome
- TexEnvMap'Phobos2_cp.HardwareSkins.TexEnvMap0' // Dark blueish chrome (also available 1-7)
- TexEnvMap'PickupSkins.Shaders.TexEnvMap0' // Smooth blue
- TexEnvMap'PickupSkins.Shaders.TexEnvMap1' // Smooth purple
- TexEnvMap'PickupSkins.Shaders.TexEnvMap2' // Smooth fire
- TexEnvMap'skyline-epic.CubeMaps.BlueSideEnv1' // Blueish chrome 1
- TexEnvMap'skyline-epic.CubeMaps.RedSideEnv1' // Blueish chrome 2
- TexEnvMap'X_AW-Cubes.Cubes.AlienEnv1_EnvMapCoords' // Purple and green chrome
- TexEnvMap'X_AW-Cubes.Cubes.BlueEnv1' // Stark greenish blue
- TexEnvMap'X_AW-Cubes.Cubes.GemEnv1_EnvMapCoords' // Brownish purple
- TexEnvMap'X_AW-Shaders.Shaders.Ter_Env' // Chrome with sky and trees 2
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap0' // Smooth black 1
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap10' // Smooth black 2
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap13' // Smooth black 3
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap15' // Smooth black 4
- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap4' // Smooth black 5
- TexEnvMap'X_cp_terrain1.Wet.TexEnvMap18' // Smooth black 6
- TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap0' // Chrome with grey clouds 1
- TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap1' // Chrome with grey clouds 2
- TexEnvMap'X_wm_misc.Animating.wm_ShinyMetalEnv2' // Dark chrome
- TexEnvMap'XceptOne.Flux2.CubeMapMODA' // Grey blue chrome
- TexEnvMap'XceptOne.Flux2.OutSideCubemapA' // Dark chrome with blue
- TexModifier'wm_textures.Water.wm_Water1' // Smooth emerald
- TexRotator'PickupSkins.Shaders.TexRotator1' // Smooth fire
+ Combiner'AW-Shaders.Shaders.Combiner18' // Silver with tech stuff
+ Shader'Bastien_02.Metal.01' // Very rusty
+ Shader'X_AW-Shaders.Shaders.ChromeSkin' // Sky and brown-red rock 2
+ TexEnvMap'AW-Cubes.Cubes.ImulEnv_EnvMapCoords' // Silver
+ TexEnvMap'BarrensArchitecture.Base.gold04baTexEnvM ap' // Platinum
+ TexEnvMap'FarEast.Architecture.GoldEnvMinaretRoof' // Gold
+ TexEnvMap'wm_textures.Effects.wm_EnvMap1' // Smooth steel
+ TexEnvMap'X_AW-Cubes.Cubes.CheeryEnv1' // Sky and grass
+ TexEnvMap'X_AW-Cubes.Cubes.GoldEnv1' // Yellow
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv1_EnvMapCoords' // Sky and red rock
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv2_EnvMapCoords' // Sky and more red rock
+ TexEnvMap'X_AW-Cubes.Cubes.MesaEnv3_EnvMapCoords' // Sky and brown-red rock
+ TexEnvMap'X_AW-Shaders.Base.TexEnvMap4' // Chrome with sky and trees 4
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap0' // Chrome with sky and brown-red rock 3
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap10' // Chrome with sky and trees 3
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap6' // Chrome with sky and trees 5
+ TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap8' // Chrome with grey clouds
++ Combiner'AW-Metals.Shaders.Combiner11' // Icy blue 1
++ Shader'AW-Metals.Shaders.SafetyGlassShader' // Icy blue 2
++ Shader'BarrensArchitecture.Base.gold04ba_Shiny' // Gold
++ Shader'WinX.Vehicles.TruckBase_Shiny' // Dirty gold
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv' // Bright light blue 2
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv2' // Bright red 2
++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnvWhite' // Bright steel
flowing Shader'CorrosionTextures.Shaders.JunkSlime' // Smooth green
flowing Shader'CorrosionTextures.Shaders.SlimeShader' // Smooth green
unlit Combiner'X_AW-Shaders.Shaders.Combiner15' // Greenish brown chrome
unlit FinalBlend'PickupSkins.Shaders.ShieldFinal' // Smooth fire
unlit Shader'AW-Metals.Shaders.SafetyGlassUnlit' // Icy blue
unlit Shader'PickupSkins.Shaders.BlueGlassShader' // Smooth blue
unlit Shader'PickupSkins.Shaders.ShieldShader' // Smooth fire
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal' // Bright light blue
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal2' // Bright red
unlit Shader'X_wm_misc.Shaders.wm_ShinyMetalWhite' // Bright steel 2
Comment