MATTE Set
mirv_matte_setcolor 0 255 0 and
mirv_movie_splitstreams 3And we get 2 picture streams, one will have the world, one the entity (the one we have to chroma key green)
Record, examples (
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In the same category,
MATTE , we have a function that makes using a
wall hack or spam maps obsolete (MATTE because it only works with splitstreams 3):
Set
mirv_fx_xtendvis 1 and
mirv_matte_xray 1.
Record, examples (
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WIREFRAME Wireframe works with all splitstreams modes:
Set
mirv_movie_wireframe 0|1|2|3 (1 - world, 2 - entity, 3 - both in wireframe)
And the size:
mirv_movie_wireframesize 1 (2 thicker, 3 thicker etc)
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WH Replaces the spam maps and other wall hacks.
Set
mirv_fx_wh_enable 1 Record, examples (
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ZOOMING I use zooming for most of my camera work.
Set
mirv_ zoom_start for a default big zoom
Or
mirv_zoom_digital 25 and
mirv_zoom_optical 5 than
mirv_ zoom_start for a smaller zoom.
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LIGHTMAP Used in HUSH.
Set
r_detailtextures 0 for this function to work.
Then
mirv_fx_lightmap 1, which replaces the white walls function in any OGC.
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Or
mirv_fx_lightmap 2 Textures with no shadows, full bright.
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CAM EXPORT Used for 3D work.
Set
mirv_movie_export_cammotion 1 and we will have a .BVH file that can be imported in programs with a 3D space like C4D/3DMax/AE
Tutorials by msthavoc:
Camera 4D 3D Max After Effects, the 3DMax tutorial is very easy!
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HUD SEPARATE Separating the hud allows you to do effects on the footage that will not appear on the CROSSHAIR/KILL TEXT or effects only on the CROSSHAIR/KILL TEXT.
Mirv_movie_separate_hud 1 you will have
2 more picture streams, "hud_color" and "hud_alpha", that you open in Vegas at capturing FPS (you cannot make them AVI in virtual dub or videomach).
1' Layer: Hudcolor, Mode ADDITIVE.
2' Layer: Black Solid, Mode MASK.
3' Layer: Hud Alpha, Mode Source Alpha, Mask Generator on Default (Luminance), Child of 2' Layer.
4' Layer: Game Footage, Mode Source Alpha.
Record, examples (
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DEPTHDUMP we use depthdump to get the "Depth of Field" effect.
Mirv_movie_depthdump 1 you will have another picture stream called "depth_all" (or depth_world and depth_entity if you use splitstreams 3) that you open in Vegas at capturing FPS (you cannot make them AVI in virtual dub or videomach).
1' Layer: Depth Alpha, Mode MASK, Mask Generator on Default (Luminance)
2' Layer: Game Footage, Mode Source Alpha, Gaussian blur, Child Of 1' layer.
3' Layer: Game Footage, Mode Source Alpha.
Record, examples (
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SAMPLING Beta (Only works with splitstreams 0 now)
We set
mirv_sample_enable 1 and we set
mirv_sample_sps based on
mirv_movie_fps (which is based on the slow motion we want)
Why don't we use 30 FPS on every clip ? Easy : in Vegas when we set
velocity to 50% on a clip that clip reaches 50% by
doubling frames, if it has
30 FPS at 100% it will have
15 FPS at 50%.
For render 25 FPS and sampling 3x :
If we use velocity
33%-300% then we need mirv_movie_fps
75 and mirv_sample_sps
225If we use velocity
25%-300% then we need mirv_movie_fps
100 and mirv_sample_sps
300If we use velocity
20%-300% then we need mirv_movie_fps
125 and mirv_sample_sps
375If we use velocity
10%-300% then we need mirv_movie_fps
250 and mirv_sample_sps
750For render 30 FPS and sampling 3x :
If we use velocity
33%-300% then we need mirv_movie_fps
90 and mirv_sample_sps
270If we use velocity
25%-300% then we need mirv_movie_fps
120 and mirv_sample_sps
360If we use velocity
20%-300% then we need mirv_movie_fps
150 and mirv_sample_sps
450If we use velocity
10%-300% then we need mirv_movie_fps
300 and mirv_sample_sps
900For render 40 FPS and sampling 3x :
If we use velocity
33%-300% then we need mirv_movie_fps
120 and mirv_sample_sps
360If we use velocity
25%-300% then we need mirv_movie_fps
160 and mirv_sample_sps
480If we use velocity
20%-300% then we need mirv_movie_fps
200 and mirv_sample_sps
600If we use velocity
10%-300% then we need mirv_movie_fps
400 and mirv_sample_sps
1200Do now go lower with velocity! A
30 FPS clip with
velocity 50% will run at
15 FPS and will look bad no matter what sampling was used.
Other advantages: -A lot faster work in vdub.
-A lot faster work in Vegas.
-A lot faster render in vdub/Vegas Record, examples (
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In the end, a good HLAE cfg will look like this: (like in my MM pack) :
Mirv_movie_export_sound 1 (Pictures and sound synced)
mirv_movie_filename: XXX or "d:/HLAEclip/xxx" (Pictures with the name we wrote, in the location we wrote)
mirv_movie_fps 200 (Pictures at the FPS we wrote)
mirv_crosshair_fps 200 (Crosshair that looks like 72 FPS crosshair)
mirv_movie_noadverts 1 (Clean pictures, no valve ads on the walls, no scoreboard, no orange box ad on the scoreboard)
mirv_fx_noblend 1 (Clean pictures, no white screen on IN-EYE/POV, no FADE2BLACK on HLTV)
mirv_matte_setcolor 0 255 0 (Green matte colour)
mirv_zoom_digital 25 (Small zoom to start with)
mirv_zoom_optical 5 (Small zoom to start with)
mirv_fx_skyhd 1 (High quality sky) Extra:
Cl_fixtimerate 7.5 for recording clips and
Cl_fixtimerate 0 for recording campaths.
Ex_interp for HLTV: 0.05 minimum, maximum 0.1
Ex_interp for IN-EYE/POV: 0.02 minimum, maximum 0.1
It is very important that you test ex_interp with playback rate 1/4 to see any problems (models or crosshair will look weird)
Do not forget the first step, DEMO TOOLS (no one wants to see the scoreboard and the valve orange box in a movie)