Chameleon Post Process

@MalikuLupo

  1. Unhook the MF_Depthmasking node from every material in the materials folder and reconnect the nodes as if it hadn’t been there. this is so the editor won’t crash for the next steps. this means you should ignore the part where said to unhook the blendingnode as we are actually going to keep it this time so you can have blending effects work otherwise they won’t work if you were to do what said with that node, and then ONLY AFTER you unhooked the MF_Depthmasking node and rewired the nodes of ALL materials,(if you don’t do it for all materials first, you will end up with crashes so fair warning!):
  2. Open MF_Setblending Material Function.
  3. Click custom node, it’s the really tall, green one with all the stuff plugged into it.
  4. Delete all the code in there. Replace it with this code,


     if (BlendMode ==  1.0f) {        return B1;    } if (BlendMode ==  2.0f) {        return B2;    } if (BlendMode ==  3.0f) {        return B3;    } if (BlendMode ==  4.0f) {        return B4;    } if (BlendMode ==  5.0f) {        return B5;    } if (BlendMode ==  6.0f) {        return B6;    } if (BlendMode ==  7.0f) {        return B7;    } if (BlendMode ==  8.0f) {        return B8;    } if (BlendMode ==  9.0f) {        return B9;    } if (BlendMode ==  10.0f) {        return B10;    } if (BlendMode ==  11.0f) {        return B11;    } if (BlendMode ==  12.0f) {        return B12;    } if (BlendMode ==  13.0f) {        return B13;    } if (BlendMode ==  14.0f) {        return B14;    } if (BlendMode ==  15.0f) {        return B15;    } if (BlendMode ==  16.0f) {        return B16;    } if (BlendMode ==  17.0f) {        return B17;    } if (BlendMode ==  18.0f) {        return B18;    } if (BlendMode ==  19.0f) {        return B19;    } if (BlendMode ==  20.0f) {        return B20;    }    return B0; 

  1. Compile & save it.
  2. Almost all the materials and blending effects should work now, with some exceptions.

However we must wait on a fix for the depthmasking from in the meantime. Once we have the depthmasking fix, we need to replug the depthmasking node back to how it was originally. Then after that we need a fix for the drawing, custom depth highlighter, infected & (actor featurette which crashes the editor.)