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Skinnable Files List

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Topic Starter
Haskorion

Princess Jish wrote:

What about creating your own files?
I don't get your question.

This is just a simple info thread and not a tutorial that has to be strictly followed.
It lists all currently skinnable image or sound files, that can be loaded.
Files with other names won't be loaded.

If you ask about how to create images you can use image or photo editing programs like Photoshop, GIMP, paint.NET that support transparency.
FoxCat
Just saying but match-confirm sound file is also used when someone is receiving host.
And as stated, match-start is used when receiving a PM or getting HL'ed in chat.

Would be better if these are separated files but well, let see when peppy decide that :D

Azzy Dreemurr wrote:

Where is supposed to play key-confirm? If I'm wrong it should play only when sending a message (Pressing enter) but it actually play on literally EVERYTHING I click and/or press enter on something, even when I'm not clicking anything it play.

Someone care to test that?
This, actually happen and is pretty annoying if you have a loud file :<
Topic Starter
Haskorion
Ty for the input, added to the list.
-yuo-
Hey,

I don't know if anyones suggested this or not, but i suggest you add a 'Blending Mode' or 'Shader' column to the image tables, since some items aren't rendered normally. (e.g. mode-#-small, and mania-lighting-L, which use linear dodge (add) [i think] )

Also you can put in this column how things like the 'selection-tab' and 'menu-button-background' are coloured.
I know selection-tab is coloured by subtracting opposite colours, so the green and blue channels are taken away.
But the menu-button-background is coloured differently... i think it uses an overlay that osu generates and sticks it onto the image... i don't really know

This is more for the out-of-the-box skinners... not really for beginners though... it's a bit complicated but useful....

sorry if i bothered you

anyway apart from this, this resource is really good i use it all the time! (and i didn't know some of these items could be skinned!!) good work!
Topic Starter
Haskorion
osu! won't subtract the colors or separate color channels. They are mostly blended mulitplicatively with the images. For example if you colour selection-tab.png cyan, it will appear purple ingame, not red.

I just added that column. Along with that I moved most of the remarks and notes about colours into that column as notes.

Feel free to correct me if I use the wrong terminology.

On a side note: lighting.png is still used in osu!taiko during kiai time and can be used on beatmap skins. When I was experimenting with it I added a black background to my sliderfollowcircle and used it as lighting. During osu!taiko it was really prominent due to its size. I never noticed it since lighting is hidden behind the bar images on the hit position. I also blanked out the taiko-bar-right images. This may be a layer order mistake when the new taiko skin was included.

EDIT: clarified how I found lighting for taiko.
-yuo-

Haskorion wrote:

osu! won't subtract the colors or separate color channels. They are mostly blended mulitplicatively with the images. For example if you colour selection-tab.png cyan, it will appear purple ingame, not red.
?↓?↓?


i'm pretty sure osu colours it using subtractive... otherwise i would get purple tabs...

Haskorion wrote:

I just added that column. Along with that I moved most of the remarks and notes about colours into that column as notes.

Feel free to correct me if I use the wrong terminology.
Thanks! that was great work! but i would suggest a few things...
make something like...

normal
+subtractive

for coloured items. this means:

normally, this is what it looks like
+this is what happens to it when it is coloured

Haskorion wrote:

On a side note: lighting.png is still used in osu!taiko during kiai time and can be used on beatmap skins. When I was experimenting with it I added a black background to my slider followcircle and used it as lighting. During osu!taiko it was really prominent due to its size. I never noticed it since the default lighting is just that glow and hidden behind all the notes and images on the hit position.
sorry for this i kinda got lost... what do you mean?

(sorry if this was criticising)
Topic Starter
Haskorion


Well, not pure cyan (at full saturation). It doesn't get multiplied with a pure red either (220,21,61).


I said none of the colours are seperated into channels or subtracted. If you multiply a colour with pure white it will simply be the colour as if it never got multiplied ( x,x,x * 1,1,1 = x,x,x).
To add subtractive doesn't fit when it is not the right term.

What is subtractive blending?
Subtractive blending just subtracts the colour from the image and mostly leaves the remaining colours.
For example: An image with rainbow gradient gets subtracted by pure red. All colours that contain any red values get subtracted leaving only blue or green colours and making red colours black (1,0.5,0.3 - 1,0,0 = 0,0.5,0.3)

:arrow:

Don't care about the side note. It was just a finding when I checked taiko-glow.png being multiplicative or additve while leaving my lighting as that giant ring.
-yuo-
I guess so... They both do extremely similar things


(i did it to your image)
Topic Starter
Haskorion

UO 073 wrote:

I guess so... They both do extremely similar things


(i did it to your image)
You subtracted cyan from the image, not red. Of course it would look like it was multiplied by red.
But osu! does not subtract any colours. osu! multiplies the colours. It even is coded like this in the game. I saw one of peppy's streams where he was working on reworking the menu-button-background tinting. And he used the direct colour, not the opposite one.
Using multiplicative blending is far more logical if you want you tint something in a specific colour. So why would you want to define subtracting the opposite colour if there is a easier way by defining it directly?
If you want another proof just remember that you can change some colours via the skin.ini. You define a colour and it is displayed in that colour, not the opposite one. So why should this principle not apply to any other game intern tinting processes as well?
How it looks like in osu!
Normal image:
Rainbow image:

Just stop spreading more confusion.
-yuo-
sorry about that...

what i meant by my comment was 'i agree'

sorry
HappyRocket88
This is the most useful thread I've seen by far regarding skinning! THANK YOUUUU FOR MAKING THIS! >w<
h3oCharles
Topic Starter
Haskorion
Adding that does not seem logical if it happens only on one occasion (direct replay of autofail). I saved that replay and after watching it again it was a regular D.
MatthewRobo


Hey man why's downloading/printing/copying disabled on the sheet? Even as just a viewer I can't copy stuff and that can be annoying when I want to show a certain section of the sheet to someone else.
Topic Starter
Haskorion

MatthewRobo wrote:



Hey man why's downloading/printing/copying disabled on the sheet? Even as just a viewer I can't copy stuff and that can be annoying when I want to show a certain section of the sheet to someone else.

It's disabled for the following reason:

To prevent redistributing manipulated and/or outdated versions/copies with wrong facts,
while offering a centralised source with correct facts!


I have put a lot of time into this listing and research, I simply don't want others just to claim it as their own findings and change it to their likings for distribution. If something so simple can prevent that, why not use it?

I even have this on the table:

There are three links on this tab:
  1. link to a simple downloadable list (filenames only)
  2. link to this thread
  3. shortcut for writing a forum PM without needing to visit this thread or my profile

So, I'm sorry for keeping it like that, but I don't trust in how poeple would handle a local copy.
-yuo-
Hi, I've just noticed something with menu-background.jpg.


Maybe it'll be good to update the notes for this:

- Make sure that this is a jpg
- this image should not have an '@2x' alternative. The "standard res" is always used and scaled to fill screen.
- because @2x is not used and the original is made to fill screen, it will be very pixelated if the original is not a HD file. It should be recommended that the one and only menu-background is HD, even though it does not have @2x.
h3oCharles
what just yuo said, and also drag and drop on main menu makes SD only
JankoGoo
Haskorion, Das "Osu!Supporter" PNG ist nicht mehr vorhanden. Nur damit du bescheid weißt. <3

Grüße aus NRW. :D
Matix99
Hey, can you put this list somewhere that I can access? Google doesn't let me see anything even when I disable everything like adblock, umatrix and so on. It's not only my problem either, here's some guy on VNDB having that issue with a different google doc three months ago: https://vndb.org/t12603#1
The assumption is that if you've blocked their trackers for long enough, then even if you unblock them they will still hold content hostage and not let you see it(but that also means there's no reason to unblock them ever since it'll never work anyway).
Galvit
they changed how taqiko works recently, hitcircles converted to greyscale by luminosity before multiplication (same for bar right (not tested) and bar left gets cut off after 220px to the right(SD))
Topic Starter
Haskorion

Galvit wrote:

they changed how taqiko works recently, hitcircles converted to greyscale by luminosity before multiplication (same for bar right (not tested) and bar left gets cut off after 220px to the right(SD))

Can you tell me which build this was changed in?
I never tested for the cuttoff and neither did I test with coloured circles before.

Added.
Galvit
That's what annoys me, it's not in changelog

Also it's converted to greyscale by luminance not just disaturation (there is a difference), also bar-right gets greyscaled same way.
Topic Starter
Haskorion
After tinkering a bit in PS I see what you mean.
Added a "converted" entry for the blend modes.

Do you know if more stuff got changed to convert to a grayscale?
Galvit
I noticed changes only when i was skinning taiko
Charles said those changes were made to nerf taiko-mania skins
DragonmonGaming
Whats the file type for fonts that can be used in a osu! skin?
Topic Starter
Haskorion
osu! does not let you change any hardcoded font (like in the menus or chat).

All those old skins with the taiko font-file were used in older versions (I presume pre 2013) and I currently do not see them being used anywhere.
So asking for the file type is a bit redundant.
Corne2Plum3
What do the taiko font file?
RockRoller

Corne2Plum3 wrote:

What do the taiko font file?
taiko uses the same numbers as the other game modes, aka score
Galvit
I'm working on mods selection template now, and I've got some info about button-left/middle/right. All elements are scaled to be 64px in height, button-middle is stretched to fill in middle part, duh, and the total width oh a button is 736px at any aspect ratio.
Topic Starter
Haskorion
Button scaling is a mess.
Make button-right 100x5 and see how it messes with button-middle.

Edited some fields for button image.
Galvit

Haskorion wrote:

Button scaling is a mess.
Make button-right 100x5 and see how it messes with button-middle.
It brakes if you make all elements wider than 736px in sum.
Galvit
Additional info for taiko elements that are anchored at centre: hit position located at (256,315)
JankoGoo
Sprites/D122:D124 has a typo in the cell notes:

| sgemented: images stay on screen until "Go!"
|
| sequenced: images are cycled through from "Ready?" to "Go!"

Sprites/C120 has a typo in the cell notes:

| overrides ki sprites
|
| scorbar goes black when nearing critical zone

I suggest correcting said typos.
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