[Tutorial] How to make ANYTHING completely transparent
Posted: Thu Jun 03, 2010 8:43 pm
Disclaimer: This may not work for you, but you can experiment with it.
EDIT: This will not work using our current modding methods. See this post for more information.
This technique can be used to make absolutely anything rendered by the Halo Engine completely transparent:
Simply rename the tag you want transparent to include # at the end.
So for example, completely transparent active camoflage can be obtained by renaming the bitmap "rasterizer\active camouflage distortion" to "rasterizer\active camouflage distortion#" -- easy, isn't it?
Other renaming effects, as described by the HEK manual:
% Two sided property. This flag or shader symbol when applied to a material that is applied to a face or surface renders both sides of the surface instead of just the side that the normal is facing.
# Transparent property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface up to be rendered with transparency.
! Render only property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface only render the face, the face or surface will not have any collision.
* Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
$ Fog plane property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface not be rendered. The faces acts as a fog plane that can be used to define a volumetric fog region.
^ Ladder property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to act as a ladder for the player. The surfaces is climbable.
- Breakable property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface to be able to be destroyed or broken. (e.g. glass)
& AI deafening property. This property does not apply to multiplayer levels. This flag or shader symbol when applied to a material that is applied to a face or surface allows that surface to inhibit AI functions.
@ Collision only property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
. Exact Portal property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface able to be used to define an exact portal.
EDIT: This will not work using our current modding methods. See this post for more information.
This technique can be used to make absolutely anything rendered by the Halo Engine completely transparent:
Simply rename the tag you want transparent to include # at the end.
So for example, completely transparent active camoflage can be obtained by renaming the bitmap "rasterizer\active camouflage distortion" to "rasterizer\active camouflage distortion#" -- easy, isn't it?
Other renaming effects, as described by the HEK manual:
% Two sided property. This flag or shader symbol when applied to a material that is applied to a face or surface renders both sides of the surface instead of just the side that the normal is facing.
# Transparent property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface up to be rendered with transparency.
! Render only property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface only render the face, the face or surface will not have any collision.
* Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
$ Fog plane property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface not be rendered. The faces acts as a fog plane that can be used to define a volumetric fog region.
^ Ladder property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to act as a ladder for the player. The surfaces is climbable.
- Breakable property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface to be able to be destroyed or broken. (e.g. glass)
& AI deafening property. This property does not apply to multiplayer levels. This flag or shader symbol when applied to a material that is applied to a face or surface allows that surface to inhibit AI functions.
@ Collision only property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
. Exact Portal property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface able to be used to define an exact portal.