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mirv_movie_separate_hud ​

Syntax ​

  • Default: 0

  • 0 : no separation

  • 1 : separate HUD stream + HUD alpha stream

  • 2 : separate HUD stream only

When being separated none of the other streams should contain the HUD.

Solving hudalpha stream problems ​

In some cases the hudalpha stream might be empty (completely white). This is due the OpenGL window's frame buffer not having bit planes reserved for the alpha component. There are 2 different methods than can help solving this problem:

Make HLAE explicitly request alpha bit planes from the window system buffer::

Tick "Force 8 bit alpha channel" in the advanced settings in the launch dialogue.

Method 2: Render Target FBO ​

In case you have a card that support the EXT_framebuffer_object (see [[GoldSrc:Render Settings]]), using this target should solve the problem too.

Compositing ​

General ​

The hudalpha stream is used to to blend a black layer above the game footage. The hudcolor stream is drawn additive on-top of all.

Sony Vegas ​

  • 1st layer: hudcolor, composite mode: Add
  • 2nd layer: hudalpha, effect: invert, composite mode: Multiply
  • other layers: game footage etc. goes here

Also see Compositing in Vegas Pro.

Mathematical equation ​

(per pixel)

C - hudcolor
A - hudalpha
S - Source (other footage)
T - Target (composited image)

T(C,A,S) = (1-A)*S +A*0 +C

Evaluation from left to right. Keep in mind that operations in the clamped RGB space are neither distributive nor commutative.

See also ​

  • [[mirv_movie_hidepanels|GoldSrc:mirv_movie_hidepanels]]
  • [[mirv_movie_clearscreen|GoldSrc:mirv_movie_clearscreen]]
  • [[mirv_deathmsg offset|GoldSrc:mirv_deathmsg]] - useful for fixing the death message screen offset in HLTV demos.
  • [[GoldSrc:Commands]]

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