OsuMe65 wrote:
ohwait...
Sorry for that mistake
it's CustomComboBurstSounds... not ComboBurstSounds.
k thnx a lot it works now.
OsuMe65 wrote:
ohwait...
Sorry for that mistake
it's CustomComboBurstSounds... not ComboBurstSounds.
And the point of saying about sliderpoint30 if he didn't even asked for it? Don't write things that are not associated with asked question.vahn10 wrote:
that one? no
but
sliderpoint30? yes
SpinnerStyle: 1 <= This is for whether Osu! uses the old behavior or the new behavior right?Spinner style is dependant on old skin/new skin behaviour. Version:1/2 will change your spinner.
MenuGlow: 0,0,0 <= for supporter only, no?Yes, it is. Supporter only.
SpinnerBackground: 255,255,255It fixes old style spinner background dim.
TouchFluffyTail wrote:
Colored slider balls is kinda cool, I dunno if I'll keep using it though, since I had my slider ball white for readability in the first place.
1. No, only correctly named files are loaded.Hatsune Chiyo wrote:
TouchFluffyTail wrote:
Colored slider balls is kinda cool, I dunno if I'll keep using it though, since I had my slider ball white for readability in the first place.can I have your reverse arrow and hitcircle? :p for personal use ofc 0:)
--
anyway, I have some questions (not related to TFT):
- does these other elements (except menuback.wav) will also be loaded?
- does animated parts affect skin load time(and/or)pc's performance while playing?
Not possible unfortunately.Primusvici wrote:
Is there a way to delete the black background behind mania-keys?SPOILERMania keys are transparent
no you can't.... but You can use Drop Shadow tools in Photoshop or other editing-program to all of the default-(0-9).pngKert wrote:
Is there any way to make area behind this darker? So you can see numbers on maps with bright bg
Black Outer Glow will dosatriobp wrote:
no you can't.... but You can use Drop Shadow tools in Photoshop or other editing-program to all of the default-(0-9).pngKert wrote:
Is there any way to make area behind this darker? So you can see numbers on maps with bright bg
How to do that?TouchFluffyTail wrote:
You might want to set a separate 'ScorePrefix' for these so that it only pulls them for the score and not your combo and accuracy, just so it doesn't look silly.
It's like using a custom number set in mania. In the [Fonts] section of the skin.ini you set 'ScorePrefix: score' to something different like 'ScorePrefix: BlackBG' and then you name your number set like BlackBG-0, BlackBG-1, BlackBG-2 and so on.Kert wrote:
How to do that? I know only prefixes for Score and HitcircleTouchFluffyTail wrote:
You might want to set a separate 'ScorePrefix' for these so that it only pulls them for the score and not your combo and accuracy, just so it doesn't look silly.
That was just what I was looking for. That will fit perfectly on my beatmap. Have you released that skin yet?poddo wrote:
http://www.myfonts.com/fonts/emigre/mat ... t/regular/vahn10 wrote:
I would like to know what font is used in the above picture because I will also try to recreate this.
because it is bad to ask by making a new topic
why not try using "Dim background"?cageslammer wrote:
i recently downloaded a skin and changed it to suit my liking. however the hit circles are a little too transparent and blend in with some backgrounds making some songs unplayable with the skin. how would i go about making them a little darker?
or using another hitcircle.png < not really a choice, but I always do thisEizan Arizawa wrote:
why not try using "Dim background"?cageslammer wrote:
i recently downloaded a skin and changed it to suit my liking. however the hit circles are a little too transparent and blend in with some backgrounds making some songs unplayable with the skin. how would i go about making them a little darker?
It's separated in the first place... or screenshot perhaps?Shikeu wrote:
Sorry if this question has been answered already, but are the spinner-background and spinner-metre elements off from each other now?
Didn't seem to be off before, or is it just me?
satriobp wrote:
It's separated in the first place... or screenshot perhaps?Shikeu wrote:
Sorry if this question has been answered already, but are the spinner-background and spinner-metre elements off from each other now?
Didn't seem to be off before, or is it just me?
They're already 1024x768MLGnom wrote:
It's because original spinner from template have weird size. 1023px x 692px
Just make it 1024x768 and it should be good.
Oh ok ^^Nathanael wrote:
Yes, you can use it.
Just place them on your skins folder.
You're going to have to move it around on the canvas untill you get them to line up. The background and the fill don't line up the same way which leads to things like this.GoJang wrote:
Hello, I just tried to make my own scorebar but there's something wrong with the Scorebar-colour. As you can see it's not placed right can anybody tell what I did wrong ?
I'll tryGoJang wrote:
Thanks but it doesn't seem to work for me. Is there anyone I can send the scorebar to and maybe check it out or something ?
Generally step 4. is optional because sometimes you won't have white corners. ^^;sennank wrote:
excuse me .... i dont understand with http://puu.sh/1RM0C step number 4 .... after i remove i dont understand i must do what D:
Just post it here and someone will take care of it.GoJang wrote:
Thanks but it doesn't seem to work for me. Is there anyone I can send the scorebar to and maybe check it out or something ?
Some people use blank followpoint-0/1/2 etc.. to make the follow points appear later than they normally would (they appear on the screen, but they are blank images so you can't see them), then they use blank ending follow points to make them disappear earlier. You could try making the first 2 follow points an actual follow point and then the last one a blank follow point for a total of 3 images. This may make it extend as far ahead into the song as possible while making it disappear quickly after you've already hit that note.-Rinku- wrote:
I have a question about followpoints. My aim is to make them as useful as possible while not guessing which is the best.
I don't understand what each one does in the animation. In most skins I use, the creators have 8-10 files with only 2 of them being visible (sometimes 3). I am assuming (correct me if I am wrong) that each individual file is important and having the few visible files being different numbers changes how they act while playing.
I am wondering what is the earliest frame seen and if all you have to do to extend it is by adding another frame in the next number. I basically want my followpoint to extend as far as possible (not in terms of total length as I don't wan't it to be lagging behind after I click a note, but rather the farthest ahead) to the next note and then decide when I want it to fade by testing. However I would assume it starts on followpoint-0 and am confused as to why most skins start at followpoint-2, unless I am not understanding how followpoints come to be in the first place.
Cool that answered most of my questions. Although the actual animation is still confusing. I tested a couple of combinations to find that I really like 1 out of 4 frames and 2 out of 8 frames being visible. However is there a difference between the two? Also another thing thing I noticed is the animation seems to start on the 1 frame instead of the zero frame. This was fine when I was using 1/4 but then when I tried 2/8, It only worked when I put them on the 2nd and 3rd frame. If I used the 1st and 2nd frames, it wouldn't be connected and would make two wierdly placed lines. This last part is whats really confusing me. I suppose what I have now is good and works but I kinda just want to know the actual meaning to why it works that way so I can think about all the possibilities.Mathsma wrote:
Some people use blank followpoint-0/1/2 etc.. to make the follow points appear later than they normally would (they appear on the screen, but they are blank images so you can't see them), then they use blank ending follow points to make them disappear earlier. You could try making the first 2 follow points an actual follow point and then the last one a blank follow point for a total of 3 images. This may make it extend as far ahead into the song as possible while making it disappear quickly after you've already hit that note.-Rinku- wrote:
I have a question about followpoints. My aim is to make them as useful as possible while not guessing which is the best.
I don't understand what each one does in the animation. In most skins I use, the creators have 8-10 files with only 2 of them being visible (sometimes 3). I am assuming (correct me if I am wrong) that each individual file is important and having the few visible files being different numbers changes how they act while playing.
I am wondering what is the earliest frame seen and if all you have to do to extend it is by adding another frame in the next number. I basically want my followpoint to extend as far as possible (not in terms of total length as I don't wan't it to be lagging behind after I click a note, but rather the farthest ahead) to the next note and then decide when I want it to fade by testing. However I would assume it starts on followpoint-0 and am confused as to why most skins start at followpoint-2, unless I am not understanding how followpoints come to be in the first place.
Do as much as you like.Niervaco wrote:
Just a question, how many frames are supported for pipidons? I dislike the default 5.
I should've worded that differently.MLGnom wrote:
Do as much as you like.Niervaco wrote:
Just a question, how many frames are supported for pipidons? I dislike the default 5.
You should be able to if you actually made frame by frame of the animation like an actual animation instead of just "moving pictures"Niervaco wrote:
I should've worded that differently.
(reword) Is there a way to get frames to get super smooth pipidons like in this taiko vid?
https://www.youtube.com/watch?v=yywWFH47vVw
I'm pretty sure you have enough frames to make it smooth, but probably your problem is that it isn't animated fast enough, right?Niervaco wrote:
I should've worded that differently.
(reword) Is there a way to get frames to get super smooth pipidons like in this taiko vid?
https://www.youtube.com/watch?v=yywWFH47vVw
pippi? where?prky wrote:
How do you change pippi? i dont think it shows.
Those are no longer used.ncuh wrote:
Can't change matchsetup-background/search/lobby. It's all png 1024x768
Oh...sad...So only menu-background?Nathanael wrote:
Those are no longer used.ncuh wrote:
Can't change matchsetup-background/search/lobby. It's all png 1024x768
If you mean as in pippi the osu! mascot then its just used for the default skin taiko pippidon and comboburst if I'm not mistakenprky wrote:
How do you change pippi? i dont think it shows.
The pippi for combo burst. Can u change her into someone else? if u can how?dws123 wrote:
If you mean as in pippi the osu! mascot then its just used for the default skin taiko pippidon and comboburst if I'm not mistakenprky wrote:
How do you change pippi? i dont think it shows.
If you mean pippidons, they are not included in the default skin, and there are pippidonclear(s), pippidonfail(s), pippidonidle(s) and pippidonkiai(s)
Add to skin.ini AnimationFrameRate: X (X is the amount of frames you want to be animated within a second, more of them faster animation).Lawrencium wrote:
How do i make the animation of the lifebar fast? it runs fast when in preview but ingame its slow. Can anyone help?
As far as I know you can't make it transparent right now.spleen107 wrote:
idk if i can get any help for skinning osu mania here but ill ask.
I'm using this skin: t/164309
I changed the noteboard to be transparent but i cant figure out how to make that black box at the bottom under the keys transparent as well. Is there a .png, or something in the .ini file i can change to make it transparent?
that particle300.png- [ Kaze ] - wrote:
What's that? Is that lightning? I try delete lightning.png but not work