No. The top storyboard layers is still below all gameplay layers.Tapdancingmetroid wrote:
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.Tapdancingmetroid wrote:
Just curious, is it possible to storyboard on top of everything, including notes and the like?
The 4 means it's a sprite. I actually forget what 1, 2 and 3 are, but 5 is sound.Mafiamaster wrote:
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:
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:
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:
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:
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 need to put _ before the F'sMagmabear wrote:
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...
Remco32 wrote:
Thank you for teaching me the secrets of the Storyboard.
Thank you! *star*LuigiHann wrote:
UseSkinSprites: 1
under [General]
Only works for images as far as I know.
orzEcho wrote:
p: the efect parameter to apply
H - horizontal flip
V - vertical flip
A - additive-blend colour (as opposed to alpha-blend).
Animation,Pass,Centre,"sb_items\sonicrun.png",320,240,8,30,LoopForever
_M,0,12671,42843,144,285
http://en.wikipedia.org/wiki/Additive_colorBreeze wrote:
A question : I just can't understand this "A - additive-blend colour (as opposed to alpha-blend)"
would someone explain it for me? Thannnnnnnks
//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
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:
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:
http://en.wikipedia.org/wiki/Additive_colorBreeze wrote:
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:
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
A typo. TopCenter doesn't work. It's TopCentre.Echo wrote:
origin:
TopLeft
TopCenter
TopRight
CentreLeft
Centre
CentreRight
BottomLeft
BottomCentre
BottomRight
[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:
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:
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:
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.
You're right, I've tried just now. Thx.those wrote:
More than likely it implies "startxscale,startyscale,endxscale,endyscale".
If you click on a note in the osu tab and copy it, it will copy that time in the following format:inverness wrote:
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.
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
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