Hi folks, I’m just playing about with the wildcard feature and so far i really like it. I do have a slight issue though with how the blending modes effect the transparent glass section on MrRetrolust overlays and I wanted to know if anyone could help.
I want the overlay to act like it would if i was using the overlay option within Retroarch ie: no blend just on top.
I’m using the Orion’s Angel arcade wildcard example from HSM’s example package, here is how my base.params file looks:
ScreenPlacementImage = $GAME$.png
BackgroundImage = $GAME$.png
BackgroundVertImage = $GAME$.png
// Scale and Position image inside the transparent area
HSM_USE_IMAGE_FOR_PLACEMENT = "1.000000"
HSM_PLACEMENT_IMAGE_USE_HORIZONTAL = "1.000000"
HSM_NON_INTEGER_SCALE_OFFSET = "89.5"
HSM_BZL_WIDTH = "240.000000"
HSM_BZL_HEIGHT = "240.000000"
// Put the CRT and Bezel Under the Background
HSM_CRT_LAYER_ORDER = 0
// Put Background above CRT
HSM_BG_LAYER_ORDER = 1
// Matte with white
HSM_BG_SOURCE_MATTE_TYPE = 2
HSM_BG_BLEND_MODE = 1
HSM_SCREEN_POSITION_X = 0
HSM_SCREEN_POSITION_Y = 0
HSM_FRM_OPACITY = "0.000000"
The ‘Matte with white’ section is where i managed to get the overlays to look right however when the screen gets bright any scratches and drop shadows don’t just fade they disappear completely
I suppose although not played for this effect is quite similar to real life, but i’d like to have the option to change that if possible.
Bit more info: I’m using single png overlays for this which have all been modified in the past by me, and i’m using per game params files. I have no idea what numbers correspond with what blend modes within MegaBezel.
If all else fails i can just use the normal overlay system within Retroarch so no problem i just thought i’d ask