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[Official Specifications] Storyboarding by Scripting 6l6921

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Echo49 wrote: 1u1h4s

You'll need test build to be able to see the storyboard, I think... not sure if public has it implemented yet.

Ask peppy for test on irc if public doesn't work, I'm sure he'll give it to you.
Public has all but looping and shorthand events. But yeah - me for test build.
Topic Starter
This is an example of what you can achieve with storyboarding (+ a lot of time):
http://www.youtube.com/watch?v=Q6wKUlmFsAY
Good job on the intro echo ;).

* Added colour events to specs.
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Added parameters event to specification (for horizontal and vertical flipping only at the moment).
Neat..

Hey can you add video in just like the .png files?

So..

4,0,1,"SliderDemo1.wmv",320,320
S,0,40500,40500,0.6,0.6
F,0,38000,38400,0,1

I just checked and it won't work.. can you add video though?
Best not to - video currently has issues on a lot of people's systems and therefore i would like to keep it totally independent of storyboarding
Better checking Loop Saving
An example of what goes wrong would be great :).
Call me an idiot for not being able to figure this out...anyone wanna help me?

I'll right down what I want, and hopefully one of you can script it for me. Below I will post 3 times at which I want an image to pop up briefly and then disappear. It's the same image.

[pop up - disappear]
02.27.02 - 02.27.28
02.27.53 - 02.27.79
02.28.05 - 02.28.31

So script this, how would it be done?

EiJi wrote: 2p1i27

Call me an idiot for not being able to figure this out...anyone wanna help me?

I'll right down what I want, and hopefully one of you can script it for me. Below I will post 3 times at which I want an image to pop up briefly and then disappear. It's the same image.

[pop up - disappear]
02.27.02 - 02.27.28
02.27.53 - 02.27.79
02.28.05 - 02.28.31

So script this, how would it be done?
4,0,1,"image.png",x,y
_F,0,147020,147020,1,1
_F,0,147280,147280,0,0
_F,0,147530,147530,1,1
_F,0,147790,147790,0,0
_F,0,148050,148050,1,1
_F,0,148310,148310,0,0
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awp wrote: 2bo4d

you can leave x and y in the sprite's instantiation and it won't throw a parse error? Did not know that. I just sometimes threw in spurious numbers, myself.
uh, that was just a template.
Added animation specs.
Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Also, Weegee versus Michael Jackson. Who will win this battle of crappy animations? Is Weegee truly just another part of MJ? Stay tuned to find out.

er wrote: 556p1y

Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?

Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.

peppy wrote: 73101g

er wrote: 556p1y

Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?

Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.
"
Oh. :/
How will the storyboards be implemented? Will they be playing during all the song or only during the pauses? (I want the 3D dancers! :P )
Both.

3d images? If you got them...
ooooOOOO! This looks very nice (a little complicated tho....-_-) We CAN use video witht his it's just not recommended right? I'm thinking of trying storyboarding with my beatmap (Believe)
Topic Starter
Afaik video doesn't work. You can use multi-image animation though.
You can storyboard on top of a video. ner did a little bit of that with his Dodongo map, and peppy did it with his m-flo one.
awwwww....I hope that gets implemented in the future, I was going to use the videos from the actual ouendan and storyboard them.....o well....
Loading videos during gameplay is something I'd REALLY like to avoid. This will likely cause lag as ffdshow/insertcodecnamehere reads the video into memory, and will then need to re-seek to get the syncing correct.
sigh, guess i'll have to learn how to do all those funky animations that they have on ouendan (oh gosh)
The scripting language is a little complicated tho?
Eh, it's not that complicated. Just a lot of copypasta.

meh, we'll see

LuigiHann wrote: 2d2q2h

You can storyboard on top of a video. ner did a little bit of that with his Dodongo map, and peppy did it with his m-flo one.
NONE mispells my mame and getts away wit it. :[ *charges lasorz*
Calm down, lolginer. Save it for the battlefield. The battlefield in which you will end them all.
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Questions:
1. Can I storyboard "fail" only?
2. Can I add strobes during fail part of storyboard?
3. If the answer to 1 and 2 are both "yes", brief explanation pls.

James wrote: 5d1rc

Questions:
1. Can I storyboard "fail" only?
2. Can I add strobes during fail part of storyboard?
3. If the answer to 1 and 2 are both "yes", brief explanation pls.
Yes and yes. The second digit of any object is the "layer" digit. "Fail" is layer 1. So just make sure your strobe starts something like this (notice that the second number is 1):

4,1,0,"white.png",0,0

And follow the rest of the strobe tutorial normally. That'll put your strobe in the "fail" layer.
Thanks.
Got it working now.

Got one question.

Can the "fail" storyboard be activated whenever the player reaches x hp instead of having it activated whenever a player got a 100/50/X?

James wrote: 5d1rc

Thanks.
Got it working now.

Got one question.

Can the "fail" storyboard be activated whenever the player reaches x hp instead of having it activated whenever a player got a 100/50/X?
Currently no, it'd have to be a feature request if you want that option.
How do I kick the video back a second, because the music and the video to it aren't matching up correctly?
open your .osb or .osu file, find the entry with the video, and edit the second field.

awp wrote: 2bo4d

open your .osb or .osu file, find the entry with the video, and edit the second field.
Partly incorrect. Check the design mode for a slidebar which will let you adjust the offset.

peppy wrote: 73101g

awp wrote: 2bo4d

open your .osb or .osu file, find the entry with the video, and edit the second field.
Partly incorrect. Check the design mode for a slidebar which will let you adjust the offset.
Is dat in publix? I haven't actually checked myself. Neat, though.
Just curious, is it possible to storyboard on top of everything, including notes and the like?

Tapdancingmetroid wrote: 3r42u

Just curious, is it possible to storyboard on top of everything, including notes and the like?
No. The top storyboard layers is still below all gameplay layers.
I decided to let me (tired from work) brain help me figure out how the code works. After experimenting with the Move, Loop, Fade and Scale events, I was able to create a tiny scene of my intro.

Hello there. I heard about this from Scott Roomsair's website and I was eventually led here. I was so inspired to create my beat map after just sampling the delights of osu!

Back to the topic, I'll look forward in completing the intro of my beatmap because I feel so excited to finish it because of what I have finally learned. I also need to check out actual Ouendan and EBA footage to see how the speech balloons are drawn and how they "shake."

Nice to be part of the osu! family. Looking forward to enjoying this game! :D

P.S. I never played any of the original versions of this game, so this makes osu! my official first game in this genre of rhythm games!



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San d'Oria for life

K2J, I don't understand what the concern is. Storyboards should look the same on every computer.
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Oh wow, scripting seems kinda advanced for me but I want to give it a try. But I need it explained into simpler . I want to make a map kind of like paraparamax where the background pictures change at a certain point and less shorter. I'm seeing numbers all over tha place.
Example in the paraparamax file
4,0,0,"evangelion_20_640.jpg",0,0 <--- What's that 4 at the beginning for?
F,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig? Yes, it does. According to the first post
F,0,219970,221300,1,0 <----- So why is there a second line here? What is this for? Or do I even need this line. (Main Question)


This is what I have so far.
//Storyboard Layer 0 (Background)
0,0,"Remilia and Flandre.jpg" <---- Yeah I know, it's nothing. But what should I add to it. That 4 at the beginning?


Edit: Ah ok, After much study, I've begun to learn how it works
Which takes me to:
//Storyboard Layer 0 (Background)
4,0,0,"Remilia and Flandre.jpg",0,0
F,1,41433,96988,0,1
4,0,0,"Remila-Flandre-Sakuya.jpg",0,0
F,1,97155,122988,0,1 blah blah
But now the pictures are slowly fading in, and the full colored picture displays when it's about to end and go on to the next picture. What can I do to make the fade ins faster, if possible?

Mafiamaster wrote: 71v2s

Example in the paraparamax file
4,0,0,"evangelion_20_640.jpg",0,0 <--- What's that 4 at the beginning for?
The 4 means it's a sprite. I actually forget what 1, 2 and 3 are, but 5 is sound.

Mafiamaster wrote: 71v2s

F,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig?
Yes @ offsets, no @ x,y. The 0 and 1 are INITIALFADE and ENDFADE. 0 means completely transparent, 1 means completely transparent. In this case, the image is taking approximately 800ms to FADE IN.

Mafiamaster wrote: 71v2s

F,0,219970,221300,1,0 <----- So why is there a second line here? What is this for? Or do I even need this line. (Main Question)
Now the image is fading out, so it doesn't just instantly disappear.


Mafiamaster wrote: 71v2s

This is what I have so far.
//Storyboard Layer 0 (Background)
0,0,"Remilia and Flandre.jpg" <---- Yeah I know, it's nothing. But what should I add to it. That 4 at the beginning?
Yes, and the x and y co-ords of the image following the filename.


Mafiamaster wrote: 71v2s

Edit: Ah ok, After much study, I've begun to learn how it works
Which takes me to:
//Storyboard Layer 0 (Background)
4,0,0,"Remilia and Flandre.jpg",0,0
F,1,41433,96988,0,1
4,0,0,"Remila-Flandre-Sakuya.jpg",0,0
F,1,97155,122988,0,1 blah blah
But now the pictures are slowly fading in, and the full colored picture displays when it's about to end and go on to the next picture. What can I do to make the fade ins faster, if possible?
You currently have the offsets for the fade-in at 41433 and 96988. That means it's going to take approximately 55 seconds to fade in (96988 - 41433 = time to get from 0 to 1). If you want it to fade in faster - let's say you want it to take 2 seconds to fade in. With your first offset at 41433, your second offset will be 43433 (That's your initial offset + 2000ms aka 2 seconds)

There is extensive, coherent (imo) documentation in this thread which, ironically, is this thread.
Oh! That really helped me out. Thanks! Now I need to find pictures that actually go with the song. xD
Ok, I want an audio file to play at the end so that it doesn't cut off my video, but it doesn't play at all. :(

Here's the code stuff:

[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)
//Storyboard Layer 2 (ing)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
5,332060,2,".wav"
5,332060,1,"fail.wav"
//Background Colour Transformations
3,100,163,162,255

I double checked and triple checked the code and even had someone else check the code for me. Everything is in the Song file and everything is titled correctly. I am completely stumped as to why it does not work :|
All I want is for the audio to at least play so that my video doesn't get cut off at the end.
Maybe I'll put in a pic if I get this whole thing sorted out.
Sounds might not be considered for automatic storyboard outros. Try adding an invisible image at 332060 milliseconds in.
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
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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...
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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.
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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
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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.)
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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
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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.
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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".
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