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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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