Skinning tutorial (+ skinning support)

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GoJang
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 ?

EDIT: Thanks alot to vahn10 for helping me out for fixing the scorebar. :P
sennank
excuse me .... i dont understand with http://puu.sh/1RM0C step number 4 .... after i remove i dont understand i must do what D:
Shizuku-

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 ?
I'll try

maybe you are using HD so it won't work
Topic Starter
MLGnom

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:
Generally step 4. is optional because sometimes you won't have white corners. ^^;

But if some of them still exist, use free select tool for easier selection. Using ctrl + F repeats last used filter (so just repeat step 3 when selected).

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 ?
Just post it here and someone will take care of it. ;)
Shizuku-
Takink care of that one since that particularly sent the file via pm

Done sending to PM
Dikoy
How i can make slider without end circle like this?

Mathsma
I'm just going to guess and say it has to do with hitcircleoverlay animation, i.e hitcircleoverlay-0/hitcircleoverlay-1. I could be wrong though, I haven't owned any skins with that nor have I actually tested it.
Shizuku-
tip: make the default numbers like hitcircle and set the hitcircleovelap (in the skin.ini the same as the width of that paticular element) but you cannot put numbers on it instead
Dikoy
domo
Haskorion
This is kinda a shameless selfpromotion but also involves some of the questions here.

t/186787

I made a topic based on some answers I found here and myself about some skin element behaviours during gamelplay and more.
It has notes about HD-elements, beatmap skins, some basic animation notes, a list about skinnable elements and skin.ini lines, a section about the mania key files and more. It is stickied and since it doesn't get any responses I don't know if this is all there is or I left out obvious stuff.

My goal was to list some of the answers to have a quick overview about eventual problems and there solves.
It mostly has standard gameplay covered but other gamemodes are in need of facts.
Some points may overlap with the OP from here but mine aren't really as detailed as here.
I hope by posting here to get my topic a bit more alive since it is kinda related to this topic.

Thanks for reading this and eventually my topic.
Rinku
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.
Mathsma

-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.
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

Mathsma wrote:

-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.
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.
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.
Niervaco
Just a question, how many frames are supported for pipidons? I dislike the default 5.
Topic Starter
MLGnom

Niervaco wrote:

Just a question, how many frames are supported for pipidons? I dislike the default 5.
Do as much as you like.
Niervaco

MLGnom wrote:

Niervaco wrote:

Just a question, how many frames are supported for pipidons? I dislike the default 5.
Do as much as you like.
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
jTaeja
Does anybody have this Sliderfollowcircle ? Or could make a similar one ?
dws123

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
You should be able to if you actually made frame by frame of the animation like an actual animation instead of just "moving pictures"
CMIIW
sennank

MLGnom wrote:

Generally step 4. is optional because sometimes you won't have white corners. ^^;

But if some of them still exist, use free select tool for easier selection. Using ctrl + F repeats last used filter (so just repeat step 3 when selected).
Thanks for help me (:
Topic Starter
MLGnom

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?
I would recommend to use AnimationFramerate option... but sadly it doesn't work on pipidons. And there isn't any other options that could help you with this. :/
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