本文へ移動
cccskills
無料GitHub で公開

showcase-video

Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants to combine existing clips into a styled video.

インストール方法を見る

含まれるファイル(1)

  • SKILL.md5.0 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Showcase video

A mod isn't finished until you can show it in 30 seconds. The toolchain is um win record (capture), um video contact (look), um video compile (edit), all ffmpeg + Pillow.

1. Make the take repeatable

  • Script the action. Use a mod-side timeline or command sequence (spawn enemies, fire the weapon, cue the boss), a scenario with triggers and camera moves, or a WinDrive command list. The first clean take should be reproducible exactly, so you can reshoot after a fix.
  • Restore the world before each take. Explosions crater worlds; units die. Keep a pristine copy with um backup and restore it every take.
  • Clean frame. Hide debug text, fix the camera zoom (the Terraria showcase used 1.5x so 1080p frames read like a 720p cut), run at full speed when unfocused, and hide the cursor (capture uses capture_cursor=0).

2. Record the window + the game's own audio

um win record --exe Game.exe --out C:\caps\take1 --seconds 40      # -> take1.mkv, take1.audio.raw, take1.json
um video first-frame C:/caps/take1.mkv                              # where gameplay starts (skips loading screens)
um video mux C:/caps/take1.mkv C:/caps/take1.audio.raw C:/caps/take1.json take1.mp4 [--offset 0.25]
  • Video: ffmpeg gfxcapture of that window only (GPU frames, no desktop). It encodes with NVENC, AMF or QSV when available. NVENC H.264 maxes out at 4096 px wide, so the recorder scales above that; for 32:9 screens, crop to the centre 16:9 with --crop.
  • Audio: WASAPI process loopback of the game's PID (um/ps1/ProcLoopback.ps1). Only the game is recorded; no Spotify, no notifications. It's timestamped so the file position is wall time. Muxing uses the recorded offset. Fine-tune with a visual/audio sync event (a flash vs its boom) and pass --offset.
  • Inside a mod (optional): start and stop recording from the mod for frame-exact takes. Never block the game's main thread while stopping ffmpeg: send q, then wait off-thread. Write .mkv so a killed recorder still leaves a playable file (see examples/terraria-tmodloader/reference/InModRecorder.cs).

3. Look before you cut

um video probe clip.mp4
um video contact clip.mp4 sheet.png --every 1.5 --cols 6     # a timestamped grid; read it, pick in/out points
um video contact clip.mp4 zoom.png --start 20 --end 30 --every 0.5

Pick the peak moments: the explosion, the boss reveal, the unit in formation. Write in/out times into the EDL.

4. Edit with an EDL

um video compile edl.json out.mp4 (--preview renders half size and fast). The full format is in um video --help.

{
  "size": [1920, 1080], "fps": 30,
  "theme": {"accent": "#B6FF3B"},
  "transition": {"type": "fade", "duration": 0.3},
  "clip_volume": 0.8,
  "music": {"path": "music.mp3", "volume": 0.5},
  "watermark": {"path": "logo.png", "height": 54, "corner": "br"},
  "segments": [
    {"clip": "take1.mp4", "in": 9.0, "dur": 3.0, "hook": "Terraria, but with a tactical nuke."},
    {"clip": "take1.mp4", "in": 24.2, "dur": 4.5, "title": "Tactical Nuke", "transition": {"type": "pixelize"}},
    {"clip": "take2.mp4", "in": 3.0, "dur": 5.0, "title": "Drone Mothership boss"},
    {"card": {"title": "Fal Arsenal", "sub": "a Terraria mod"}, "dur": 2.5}
  ]
}
  • Transitions: any ffmpeg xfade type (fade, pixelize, slideleft, smoothleft, circleopen, zoomin, radial...) or cut.
  • Fills: for non-16:9 clips, fill: blur (blurred backdrop), crop or pad.
  • Per clip: speed and volume, zoom to punch in past UI, crop [x, y, w, h] to reframe.
  • Music: um fal music "..." --seconds 60 makes a bed. Set bpm and use beats instead of dur to cut on the beat; um video beats music.mp3 estimates tempo and first beat.

Style that works (from real feedback)

  • Titles: one line naming what's on screen ("Wonder: the Transamerica Pyramid", "Robotaxis and Delivery Drones"). No small explanatory captions about how it was made; that goes in the post text.
  • Pace: get into gameplay within 2-3 s; menus and setup stay under 3 s. Clips run 3-5 s each. End on the mod name or URL and fade out.
  • Sound: keep the game's audio. It sells impacts. Music under a compilation, clip audio around 0.5-0.8.
  • Compilations of other people's clips: credit every creator on screen (credit: "@handle") and in the post, and ask permission when it's promotional. Don't imply their clips were made with your tool. Download only public posts, and only what you'll use.
  • Last step: look at a contact sheet of the finished video before sharing it.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game ("how did people mod X before?"), when a documented tool/link is dead, when forum threads are login-gated (semi-auto handoff to the human), and before writing a field note so claims carry source URLs.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,1872026年10月13日 更新

rehan-remade のスキルをすべて見る

このスキルの問題を報告する