Added parameters event to specification (for horizontal and vertical flipping only at the moment).
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
"peppy wrote: 73101g
Flipping does work because Echo and I have both tested successfully. Can you give a specific example?er wrote: 556p1y
Flipping doesn't work, and rotating while moving = Cerebral Pares-attack.
Rotating while moving should also be fine - as long as you set the sprite to centre-based origin.
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):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.
4,1,0,"white.png",0,0
The 4 means it's a sprite. I actually forget what 1, 2 and 3 are, but 5 is sound.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?
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,0,23280,24050,0,1 <--- F must mean fade, are 23280,24050 the offsets? and the 0's and 1 the x,y value thingymajig?
Now the image is fading out, so it doesn't just instantly disappear.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)
Yes, and the x and y co-ords of the image following the filename.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?
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)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?
http://en.wikipedia.org/wiki/Additive_colorBreeze 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
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.ShaggoN wrote: 5h4x1o
I have little question. Couldn't find answer anywhere.
//Background Colour TransformationsWhat these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
3,100,0,0,0
Thanks very much!strager wrote: 3p102w
http://en.wikipedia.org/wiki/Additive_colorBreeze 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/RGB_color_model
To understand how it works, it may be useful to try using it.
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",ShaggoN wrote: 5h4x1o
I have little question. Couldn't find answer anywhere.
//Background Colour TransformationsWhat these parameters means? I know that three last (0,0,0) means colors (red,green,blue), but what about 3,100?
3,100,0,0,0
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
Sprite,Background,Centre,"object3.png",x,y
_M,0,0,1000,x,y
[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]
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?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.
Are you sure the "startx,starty,endx,endy" are positions? More than likely it implies "startxscale,startyscale,endxscale,endyscale".emergist wrote: 65s2v
In vector scaling:
I have a question: the "startx,starty,endx,endy" are positions, not scale factors, why can it be 100% or 200%?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.
If you click on a note in the osu tab and copy it, it will copy that time in the following format: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.
01:17:361 (9,10) -in this case I selected 2 notes, #9 and #10.
77361That's the easy way to go from MM:SS to millisecond.