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High Poly Crystal Cache


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Well. THis is what it looks like with High-Poly Crystals.

In my opinion, the crystals look better being more realistic and not 4-polygons like before. The green is closer to their actual color (though caches don't have the same nice green glow as before). However, the giant caches in Frozen Frenzy and Rocky Horror cause minor lag.

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You seem to be lacking in the translucent department. Otherwise, why is this amazing? Perhaps because someone besides the big C's are doing something?

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You seem to be lacking in the translucent department. Otherwise, why is this amazing? Perhaps because someone besides the big C's are doing something?

Alright then. Explain to me how to get Energy Crystals to have translucent textures with their glow. Besides, they aren't even that translucent in the cutscenes to be called such.

It doesn't have to be amazing. I'm just sharing a screenshot of LRR, what this is for.

And as for the third part... you'll see.

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The crystals can't be translucent because the game applies a RGB pseudotexture on it. If we can somehow disable that, then I have a crystal model that is already translucent.... *goes to ask Karl*

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Remember Cirevam's crystal spiders? I know about the color overlay, but I'll test something and see if I need to put my foot in my mouth.

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Crystal Spiders aren't the only transparent thing I've made. LRR just doesn't want crystals to be transparent... unless it's the original model. There's obviously transparency in the 4-plane crystal. We should study it and figure out why it works and nothing else does.

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Crystal Spiders aren't the only transparent thing I've made. LRR just doesn't want crystals to be transparent... unless it's the original model. There's obviously transparency in the 4-plane crystal. We should study it and figure out why it works and nothing else does.

Textures with black = transparency?

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The CFG applies an RGB pseudotexture over the surface properties of any crystal model. I do not believe textures are affected, however. See Karl's post for a minidiscussion about this. I shall do testing in a little while.

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Textures with black = transparency?

I tried this and it didn't work. I'm wondering if the alpha channel needs to be defined along with the texture.

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They'd certainly look better in transparent high-poly.

Random thought: remove/cancel out the RGB overlay and try to make it transparent then? I doubt I have the slightest idea what I'm talking about, but you never know. At least, I don't.

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Naw, you just swapped the power station and ore refinery around.

Kidding. That'd be awesome if installing the previous crystal hadn't been such a pain in the butt. And there's no ore and building studs to match, or at least ones with textures.

Edit: What the heck is that thing in the upper left corner?

Edit 2: Now, what do I set UnpoweredCrystalRGB to? I'm still using the setting for the old HP crystal.

Edit 3: I just realized that screenshot looks kinda funny. Are there any better settings? Bah, never mind.

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I don't buy that for a minute.

Take a pic with the cursor over the crystal and the name displayed.

He could rename ore to say "Energy Crystal". The only proof is Power Station.

Anyways, I award wins to you sirs who made this transparent crystal.

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I don't buy that for a minute.

Take a pic with the cursor over the crystal and the name displayed.

He could rename ore to say "Energy Crystal". The only proof is Power Station.

Anyways, I award wins to you sirs who made this transparent crystal.

A bit late, Lair?

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