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[Official Specifications] Storyboarding by Scripting 6l6921

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How would you do that?
Last time I tried to add an image it became corrupted, I don't think that I did it right.

... ok, can somebody help me out?

Is this right? (I just added the circle and the x as the ing and failing pics)


[Events]
//Background and Video events
1,0,"my video.wmv"
//Break Periods
2,78481,88931
2,153830,163931
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Failing)
4,1,1,"fail.png",240,360
F,2,332060,333630,0,1
//Storyboard Layer 2 (ing)
4,2,1,".png",240,360
F,2,332060,333630,0,1
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
5,332060,2,".wav"
5,332060,1,"fail.wav"
//Background Colour Transformations
3,100,163,162,255


Is that right?
Sort of. Your /fail graphics will instantly vanish once they reach 100% visibility but it oughta push the outro to the audio.
Ok, a problem came up, when I put the code in and when I went into my beatmap, osu closed down and it said that an error occurred. What's going on here??? :o
This map has been deleted on the request of its creator. It is no longer available.
But you said that the code should work. I don't know why but when I remove the code it works just fine...
Ah, never mind, I suck at this stuff anyway...

Magmabear wrote: 315n3v

But you said that the code should work. I don't know why but when I remove the code it works just fine...
Ah, never mind, I suck at this stuff anyway...
You need to put _ before the F's
Hm... ok, it got rid of the error, but it still doesn't work. Nothing shows up.
Ugh...
This map has been deleted on the request of its creator. It is no longer available.
This map has been deleted on the request of its creator. It is no longer available.
Ah! no, sorry, I forgot that I didn't include the fail stuff because I kinda' gave up on it and I didn't include it in the .
Well, anyway... yeah...
Thank you for learning me the secrets of the Storyboard.
<3

Remco32 wrote: 3u4n3a

Thank you for teaching me the secrets of the Storyboard.
This map has been deleted on the request of its creator. It is no longer available.
That would be Kiai Time, it's not done via storyboarding but via timing sections. Place a new timing section where you want Kiai time to start and a section where you want it to stop. Mark both sections as "Inherit timing" then go to the Style tab in the Timing Setup , select the starting section and check the Kiai Time box
This map has been deleted on the request of its creator. It is no longer available.
This map has been deleted on the request of its creator. It is no longer available.
0 and 3 works the same XD. when i tested it.
Oh well. thx.
Larto's Disturbia map uses elements from the skin in the storyboard.

I tried doing this myself but scripting a "cursor.png" results in nothing. I tried other skin elements and it still fails.

Is there a switch I need to toggle or something to activate this?

(Similar to what WyndII wanted.)
This map has been deleted on the request of its creator. It is no longer available.

LuigiHann wrote: 2d2q2h

UseSkinSprites: 1

under [General]

Only works for images as far as I know.
Thank you! *star*
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Echo wrote: 5mm6a

p: the efect parameter to apply
H - horizontal flip
V - vertical flip
A - additive-blend colour (as opposed to alpha-blend).
orz
This map has been deleted on the request of its creator. It is no longer available.
Any chance that trigger loops will combobursts and combobreaks? And possibly the transition (just the transition) from ing status to failing status, and vise versa?
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What would you use to make an image just be there during a certain time period?
Use the move action. For instance:

Animation,,Centre,"sb_items\sonicrun.png",320,240,8,30,LoopForever
_M,0,12671,42843,144,285

Notice how I specify a time period on the second line, followed by only one set of coordinates. You can do this with sprites, as well.
This map has been deleted on the request of its creator. It is no longer available.
I tried to copy-paste with Scripting in Enjoy the Silence but i only got pissed >:(
I guess it's a good idea to learn storyboarding by scripting due to that you can do much more though........
Traslate this psot to Chinese for communicating
viewtopic.php?f=25&t=21281

A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks

Breeze wrote: 2w5d1h

A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks
http://en.wikipedia.org/wiki/Additive_color
http://en.wikipedia.org/wiki/RGB_color_model

To understand how it works, it may be useful to try using it.
I have little question. Couldn't find answer anywhere.
//Background Colour Transformations
3,100,0,0,0
What these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?

ShaggoN wrote: 5h4x1o

I have little question. Couldn't find answer anywhere.
//Background Colour Transformations
3,100,0,0,0
What these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
Realize for other parts of the storyboard script, "Sprite" and "Animation" and "Centre" are simply named numbers. They are transformed into numbers before the storyboard is processed.

3,100 seems to signify the cmmand refers to the background colour transformation. It could be that 3 signifies background, and 100 signifies a colour transform. I don't know.

strager wrote: 3p102w

Breeze wrote: 2w5d1h

A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks
http://en.wikipedia.org/wiki/Additive_color
http://en.wikipedia.org/wiki/RGB_color_model

To understand how it works, it may be useful to try using it.
Thanks very much!

ShaggoN wrote: 5h4x1o

I have little question. Couldn't find answer anywhere.
//Background Colour Transformations
3,100,0,0,0
What these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
i don't know what "3" means here, but "100" is the timeline during the song. for example, Al-Azif's map "Boundary of Space",
the background color transformation is controled by this, and he use a semitransparent background to show the color.
Examples of Triggers. Are there any? I want to have something were each time you click on the circle, the sprite/animation pops up.
Currently you can only trigger events on a clap, whistle or finish. You could use clever skinning to get it to work on "normal" hitsounds too though.
Even so, how would it look?
Uh, exactly how you SB it? You can make objects move around and stuff however you like :roll:
If you're looking for examples, check out the Gorillaz collab maps, and notice what happens when you hit the notes versus what happens when you don't hit the notes

http://osu-ppy-sh.tvgratuite.org/s/10862
http://osu-ppy-sh.tvgratuite.org/s/8749
http://osu-ppy-sh.tvgratuite.org/s/12131
Just a minor detail I'm not sure has been posted yet:

Objects in the .osb file take prescedence in the layering over the .osu files, but only within the four nominal layers. That is, let's say I have pseudocode in the .osu file:

Sprite,Background,Centre,"object1.png",x,y
_M,0,0,1000,x,y
Sprite,Foreground,Centre,"object2.png",x,y
_M,0,0,1000,x,y

And in the .osb file:

Sprite,Background,Centre,"object3.png",x,y
_M,0,0,1000,x,y

Object 3 will appear above object 1 (since they're both in the Background layer and the .osb file takes precedence), but not above object 2 (since object 2 is in a higher layer). You can think of it as (and this is probably how it actually happens) the game loading the .osu file's events, then appending the .osb file's events afterward. Thus, since the .osb events are necessarily further down the list in the layer, they appear on top.

Something to keep in mind if you're doing difficulty-specific scripting.
Oh ~ Nice thread <3

I want to learn how to make SB by Notepad too ~

Echo wrote: 5mm6a

origin:
TopLeft
TopCenter
TopRight
CentreLeft
Centre
CentreRight
BottomLeft
BottomCentre
BottomRight
A typo. TopCenter doesn't work. It's TopCentre.
Is it possible to use loops and triggers for sound samples as well?
I have a giant problem! The colour changer "C,...,...,...,...,...,..." what are the numbers that I have to? for Example: To the colour blue.
SPOILER
[quote="Xavier18488"]I have a giant problem! The colour changer "C,...,...,...,...,...,..." what are the [color=#BF0000]numbers[/color] that I have to? for Example: To the colour [color=#0000FF]blue[/color].[/quote]
It helps to know a little bit about computers and colors before attempting to color something in a storyboard.

In any case, you can see that your color blue is actually #0000FF. If you can understand the difference between decimal and hexadecimal, FF is equal to 255 (in hex and dec respectively). The blue color in decimal would be <0,0,255> with each number signifying an RGB component (which are the three primary colors in light). Green would be <0,255,0> and red would be <255,0,0>.

so the color changer looks like this:

_C,<easing>,<starttime>,<endtime>,<color1>,<color2>

Replace <color1> and <color2> with the color that you want, including the commas.
YAY I got to know the same thing, I do not want to offend with the previous sentence, but I do not understand anything about RGB and stuff like, must explain further.
Thanxs :D
In vector scaling:

Echo wrote: 5mm6a

startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?

emergist wrote: 65s2v

In vector scaling:

Echo wrote: 5mm6a

startx, starty: the scale factor at the beginning of the animation
endx, endy: the scale factor at the end of the animation
1 = 100%, 2 = 200% etc. decimals are allowed.
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?
Are you sure the "startx,starty,endx,endy" are positions? More than likely it implies "startxscale,startyscale,endxscale,endyscale".

those wrote: 2f131h

More than likely it implies "startxscale,startyscale,endxscale,endyscale".
You're right, I've tried just now. Thx.
I don't know if this question had already asked or not, but I'm seriously curious about this thing:

How does timing in .osb file matched with the timing on the editor?

In case you still puzzled with the questions above, I give you some


The animation that I define above is the Clouds.png moving, I used Clouds.png only one time.

On the editor it said that the moving and fading animation starts on 01:52:500 while on the .osb it starts on 112500.
I know that the timing defined by the editor and the .osb are both same, but it seems that the timing system on .osb and on the editor is different.

For a storyboarder, timing are the most important thing on storyboarding especially if you cannot copy paste the sprites from the editor, which has to be done on the .osb. But due to different timing system on .osb, this might be a problem for the storyboarder since he doesn't know how to convert the timing on editor into timing on .osb.

I'm sorry if my question is confusing or you didn't understand what do I mean, but this had seriously made me curious since I'm also a storyboarder. Just ask further if you didn't understand what do I mean here.

Any help would be appreciated. Thanks before!
@inverness
01:52:500 = 00:(60+52):500 = 112500

inverness wrote: 20474i

For a storyboarder, timing are the most important thing on storyboarding especially if you cannot copy paste the sprites from the editor, which has to be done on the .osb. But due to different timing system on .osb, this might be a problem for the storyboarder since he doesn't know how to convert the timing on editor into timing on .osb.
If you click on a note in the osu tab and copy it, it will copy that time in the following format:
01:17:361 (9,10) - 
in this case I selected 2 notes, #9 and #10.
Literally this is copied into your clipboard so when you paste it, it will show up like that.

If you switch over to the design tab, and press ctrl C to copy, it will copy the current position's time in ms format:
77361
That's the easy way to go from MM:SS to millisecond.
I have a problem with hitsound triggers at the start of my map. This map. Everything displays properly in the editor. However, at the start of the map, the first set of triggers does not activate during gameplay/test mode. I have already tried deleting some code, just to see if the client was being overloaded. However, this changed nothing. The second set of triggers works.

The code, including the triggers, for the elements is as follows:

Triggers are my worst newfound enemy, or so it seems
Sprite,Foreground,Centre,"Deedbg.jpg",320,240
T,HitSoundFinish,22664,50095
F,0,0,343,1,0
S,0,0,343,1,1.075
F,1,343,,0
L,55924,32
F,0,0,686,1,0
S,0,0,686,1,1.1
F,1,686,,0
L,145067,32
F,0,0,686,1,0
S,0,0,686,1,1.1
F,1,686,,0

Sprite,Foreground,Centre,"I CAN BE CYAN.jpg",320,240
T,HitSoundWhistle,22664,50095
F,0,0,343,0.6,0
L,114895,28
F,0,0,686,0.6,0
S,0,0,686,1,1.1
F,1,686,,0
M,0,111810,,320,241
F,0,111810,113181,0,1
F,0,113181,114552,1,0

Sprite,Foreground,Centre,"BOOM.png",320,240
T,HitSoundClap,22664,50095
F,0,0,343,0.4,0
M,0,77524,78895,320,240,325,240
F,0,77524,78895,0,0.5
F,0,78895,80266,0.5,0
M,0,78895,80267,325,240,320,240
F,0,78895,80267,0.5,0
M,0,80267,81638,320,240,325,240
F,0,80267,81638,0,0.5
M,0,81638,83010,325,240,320,240
F,0,81638,83010,0.5,0
M,0,83010,84381,320,240,325,240
F,0,83010,84381,0,0.5
M,0,84381,85752,325,240,320,240
F,0,84381,85752,0.5,0
F,0,84381,85752,0.5,0
M,0,85752,87124,320,240,325,240
F,0,85752,87124,0,0.7
M,0,87124,88152,325,240,320,240
F,0,87124,88452,0.7,0
M,0,88152,89593,320,240,320,241
F,0,88452,,0
F,0,88495,89524,1,0
S,0,88495,89524,1.2,1
M,0,166667,168038,320,240,315,240
F,0,166667,168038,0,0.5
M,0,168038,169410,315,240,320,240
F,0,168038,169410,0.5,0
M,0,169410,170781,320,240,315,240
F,0,169410,170781,0,0.5
M,0,170781,172152,315,240,320,240
F,0,170781,172152,0.5,0
F,0,176952,,1
F,0,177124,,0
F,0,177295,,1
F,0,177467,,0

By the way, I'm aware that much of this code is inefficient, but from what I can see, streamlining repeated events into loops won't make much of a difference.

DEEDIT: It seems that removing the automated loops for Deedbg.jpg during Kiai time solves my problem. Of course, now I need to figure out why the loops are preventing only the first set of triggers from working.

I created copies of these images for the triggers. However, while their triggers activate during test play, they do not during normal gameplay. As of yet, nobody to whom I have shown this map has seen the triggers work outside of the editor. In order to see if the loops were working at all, I removed every other line of code. However, the loops still didn't work during standard gameplay.

As of now, this is how the loops look at the start:

Sprite,Foreground,Centre,"Deedbg - Copy.jpg",320,240
T,HitSoundFinish,0,49752
F,0,0,172,1,0
S,0,0,172,1,1.075
F,1,172,,0
T,HitSoundFinish,89524,100838
F,0,0,172,1,0
S,0,0,172,1,1.075
F,1,172,,0

Sprite,Foreground,Centre,"I CAN BE CYAN - Copy.jpg",320,240
T,HitSoundWhistle,0,50095
F,0,0,172,0.6,0
T,HitSoundWhistle,89524,100838
F,0,0,172,0.6,0
T,HitSoundClap,105295,105810
F,0,0,172,0.8,0
T,HitSoundFinish,133752,136495
F,0,0,2744,0.8,0
S,0,0,2744,1,1.5
F,1,2744,,0

Sprite,Foreground,Centre,"BOOB.png",320,240
T,HitSoundClap,0,50095
F,0,0,172,0.4,0
T,HitSoundClap,89524,100838
F,0,0,172,0.4,0

Removing spaces from the file names didn't change anything, so I guess that I'm screwed.
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