1280x800MLGnom wrote:
What resolution you are using in game?
1280x800MLGnom wrote:
What resolution you are using in game?
I can't find the mod with the default skin :/deadbeat wrote:
just posting to say there's a new mod icon:
[peppy] Add cinema mod. Watch storyboards with no interruptions!
i think he removed it again or restricted it to Auto. (check the changelog)deadbeat wrote:
the mod is located under Auto
guessing the file name is selection-mod-cinema.png
:p i wonder why he restricted it tho, wasn't really watching the streamdeadbeat wrote:
wish i was at home so i could do testing on this >_>
not yet, that's where it will be. it's rather hidden at the moment. should hopefully should be more visible in the next few daysOsuMe65 wrote:
Cinema (CN) mod is under Autoplay, if I'm right.
yeah, i mentioned that on the previous page :pvahn10 wrote:
[peppy] Add cinema mod. Watch storyboards with no interruptions!
?
on the changelog
They are HD images meant for resolutions higher than some resolution I am unsure of. They are 2x the resolution of non-@2x files which allows for them to look better in higher resolution game windows.bayun lan wrote:
What is about the images with the suffix of "@2x"? What is their significance of exisitence? How should they be made?
spinner-glow.png, 825x825Rolling Boy wrote:
Hi,
my question is, Can I change the colour of the spinner-glow? its blue by default.
Emm... I'm asking for some code in the skin.ini, not the name of the file...Hatsune Chiyo wrote:
spinner-glow.png, 825x825Rolling Boy wrote:
Hi,
my question is, Can I change the colour of the spinner-glow? its blue by default.
inputoverlay-background.pngnot94 wrote:
ive got a question
what is about the key overlay
in some skins they are costumized in some not
How do I create these overlays.
I couldn't find an image in my skin
Well, I don't really know how and I'm too lazy to find out.OsuMe65 wrote:
It must be the other way around.
(If you're skilled enough, why not recreate them in HD?)
it's volume-bg-effect.pngdeadbeat wrote:
i know there's volume-bg.png
but what's the element for the effects volume. it is just effects-volume-bg.png?
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
What do you mean by skin behavior?OsuMe65 wrote:
Ranking screens vary because of their image resolutions.PandaDoctor wrote:
Why is it that some ranking-panel s fill my screen but others only fill parts?
Also, skin behavior matters
AnimationFramerate: (value in numbers)This code applies to skin.ini
I will just quote thing that I wrote 5 month ago.Stort wrote:
Hi, I was wondering if it was possible to control the speed of the scorebar-colour animation. I've tried to add extra frames to make the animation slower or delete frames to make it faster, but these frame changes only come into effect when previewing the skin. When I'm in game the animation speed is always the same no matter how many frames there are.
MLGnom wrote:
That depends which one part you are actually animating.
With adding to skin.ini "AnimationFramerate: <Number of frames per second>" - This option will affect every animation that you have in your skin (except hitbursts and sliderball).
But now how to control speed with it and how to make different speed on different parts?
This is a tricky part. As stated AnimationFramrate is affecting amount of frames used per second.
Example: We have animated lifebar that contains 8 frames and animated skip button that contains 20 frames. We are setting AnimationFramerate to 4.
Full loop of lifebar animation will take 2 seconds , 5 second for skip button.
In other words The more frames you have and lower Animation Framerate is, then slower animation will be.
But now case where we want fast animation for skip and very slow for lifebar. Let's say we are using the same amount of frames as previosly stated (8 and 20)
You are setting AnimationFramerate to 10. Now you have pretty fast skip button but way too fast lifebar (less than 1 second to do loop) but you want it to be slow. So the only way is to increase amount of frames. You will need to duplicate frames few times.
Example :
scorebarcolour-0, scorebarcolour-1, scorebarcolour-2 and scorebarcolour-3 are using picture number 1. scorebarcolour-4, scorebarcolour-5, scorebarcolour-6, scorebarcolour-7 are using picture number 2 etc.
After that you will have "8 frames" as 40. So now with AnimationFramerate it will take 4 second instead less than 1.
It's not taking that much time as it's looks to duplicate frames. Generally only renaming them is a little annoying but still is possible to do this in few minutes.
(menu-back is not affected by normal duplication of frames. You need to add AnimationFramerate to control it's speed).
Thanks, didn't see that post.satriobp wrote:
Yes It is...[ Zan ] wrote:
I don't know if this is just me but after today's update all of the hitcircle combo colours that are a part of a slider have turned black (not that I'm complaining cuz it looks pretty cool but I'm wondering if this is a glitch?)
Example:
t/192473
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.Hatsune Chiyo wrote:
Just remembered the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p[/box]
does it means taiko-bar-right isn't widescreen-compatible?
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).Hatsune Chiyo wrote:
Just remembered the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p
does it means taiko-bar-right isn't widescreen-compatible?
[peppy] Fix spinner background opacity being completely wrong.But next
[peppy] Restore spinner background dim. Fix using SpinnerBackground = 255,255,255 in skin.ini.He needed to restore it. Many people are used to that dim and I understand that. But we have alternative way to fix dimming.
Actually, there IS a solution, by 'squeezing' your taiko-bar-right, but, yeah, I feel yaUruoki wrote:
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.
It DOES stretch from the right edge of taiko-bar-left, but probably only for non-standard res (4:3), as I told you earlier (or not?)..OsuMe65 wrote:
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).
MLGnom wrote:
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.
o lord im blind. thx :3MLGnom wrote:
Ctrl + F on first post of this thread :MLGnom wrote:
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.
Put a transparent taiko-slider instead of not skinning it (this will make your skin uses default taiko-slider)Tokiiko wrote:
hello, i was wondering how you would go about making the taiko-slider transparent?
1. No, you can't. taikohitcircleoverlay# is for animated overlay (?) You can only have different images for normal and big notes..Cataku wrote:
Is it possible to have the two taiko circles (red and blue) have different images? I tried taikocircleoverlay0 and 1 but it wouldn't work D:
Also, I got a custom taiko pippidon.. which disappears after the idle time. Vanishes and doesn't come back again.. Any idea why that happens?
The rules of the character (thx to peppy) :
clear animation
animates with sequence: 0 1 2 3 4 5 6 5 6 5 4 3 2 1 0
pippidonclear0
pippidonclear1
pippidonclear2
pippidonclear3
pippidonclear4
pippidonclear5
pippidonclear6
idle
pippidonidle0.png
pippidonidle1.png
etc.
kiai idle
pippidonkiai0.png
pippidonkiai1.png
etc.
fail
pippidonfail0
pippidonfail1
pippidonfail2
pippidonfail3
pippidonfail4
If you want a super long cursor trail like the default skin trail then add a cursormiddle.pngTangerine wrote:
Can someone clarify what determines the length of a cursor trail for me?
Hatsune Chiyo wrote:
1. No, you can't. taikohitcircleoverlay# is for animated overlay (?) You can only have different images for normal and big notes..Cataku wrote:
Is it possible to have the two taiko circles (red and blue) have different images? I tried taikocircleoverlay0 and 1 but it wouldn't work D:
Also, I got a custom taiko pippidon.. which disappears after the idle time. Vanishes and doesn't come back again.. Any idea why that happens?
2. Probably you're missing some images that is required:
Quoting from this thread:The rules of the character (thx to peppy) :
clear animation
animates with sequence: 0 1 2 3 4 5 6 5 6 5 4 3 2 1 0
pippidonclear0
pippidonclear1
pippidonclear2
pippidonclear3
pippidonclear4
pippidonclear5
pippidonclear6
idle
pippidonidle0.png
pippidonidle1.png
etc.
kiai idle
pippidonkiai0.png
pippidonkiai1.png
etc.
fail
pippidonfail0
pippidonfail1
pippidonfail2
pippidonfail3
pippidonfail4
thanks! also one last question, is it possible to remove the applause sound at the end of each ranking?Hatsune Chiyo wrote:
Put a transparent taiko-slider instead of not skinning it (this will make your skin uses default taiko-slider)Tokiiko wrote:
hello, i was wondering how you would go about making the taiko-slider transparent?
Here, use mine, if you're too lazy :pSPOILER
yes, it's there, right click and save
replace applause.mp3 or applause.wav with a blank/mute sound fileTokiiko wrote:
thanks! also one last question, is it possible to remove the applause sound at the end of each ranking?
IIRC new skin doesn't use the playfield anymoreelzapatoverde wrote:
Hi, I've forced the new behavior in my skin. Anyone knows why my playfield wont show up even when it has a dimension of 1920x1080?
1. Yes, new skin, even the old style, doesn't use playfield anymore EXCEPT:tuddster wrote:
IIRC new skin doesn't use the playfield anymore
That new-ish update is really annoying for me - my old-style spinner now looks like turd because the meter is way off. Bummer. I'll fix iteventually.
A skin is not a file. The file is a archive and you you need to extract it first. After that put the spinner image into the extracted folder and place that folder into the skin folder in the osu! directory.NoRae wrote:
i'm trying to put http://puu.sh/7x0Ch.png INTO http://puu.sh/73LIa/acdcea8e41.zip <- That is thelewas latest skin which is uploaded on his youtube page ANYHOW i cannot seem to put the spinner-circle into to the skin file someone please help! :/
A skin is not a file. The file is a archive and you you need to extract it first. After that put the spinner image into the extracted folder and place that folder into the skin folder in the osu! directory.Thats wat i meant! haha xD its all extracted and all. I'm currently using the skin right now but i want to modify is a little
menu-snow I guess...sheela901 wrote:
What is the name of the file that make snow falling in the main menu?
Thank you~satriobp wrote:
menu-snow I guess...sheela901 wrote:
What is the name of the file that make snow falling in the main menu?
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.Nathanael wrote:
There are three different sets of hitsounds: Normal, Soft, Drum
You can't alternate any of the sets because it follows the mapper's settings from the timing points.
Why don't you just use a single set by using the same file (or sound effect) on the other sets?
Mostly if a set of hitsounds or a single hitsound isn't included it means that the mappper finds the default sounds fitting for his/her map. Same rule applies to skins.DeViezeMan wrote:
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.Nathanael wrote:
There are three different sets of hitsounds: Normal, Soft, Drum
You can't alternate any of the sets because it follows the mapper's settings from the timing points.
Why don't you just use a single set by using the same file (or sound effect) on the other sets?
Do you (or anyone else) happen to know the drum set filenames so I can add custom drum hitsounds?
I'm asking because i think the absence of a costumized drumset is responsible for the standard (drum) hitsounds in this map.
Can anyone confirm i'm on the right track?
Thanks in advance.
Thanks for the list!ReddScorn wrote:
Mostly if a set of hitsounds or a single hitsound isn't included it means that the mappper finds the default sounds fitting for his/her map. Same rule applies to skins.DeViezeMan wrote:
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.
Do you (or anyone else) happen to know the drum set filenames so I can add custom drum hitsounds?
I'm asking because i think the absence of a costumized drumset is responsible for the standard (drum) hitsounds in this map.
Can anyone confirm i'm on the right track?
Thanks in advance.
Here's a list of the drum hitsounds:
- drum-hitclap
- drum-hitfinish
- drum-hitnormal
- drum-hitwhistle
- drum-sliderslide
- drum-slidertick
change "Version:2" into "Version:1" in skin.ini of this skin.(Yes it have this option added).i'm quite new to all this skins and stuff.. :/ how do i change it to version 1? from the skin.ini
Use fruit-whatever-overlay.png - it doesn't change color.elzapatoverde wrote:
Hi, is there a way to disable the combo colors for ctb?
And, can we change the "back" button in the new options menu?Not yet.
Ooh I was wondering why there's two fruit files , thank youtuddster wrote:
Use fruit-whatever-overlay.png - it doesn't change color.elzapatoverde wrote:
Hi, is there a way to disable the combo colors for ctb?And, can we change the "back" button in the new options menu?Not yet.
Do you mean the combo colors? if so: In your skin.ini file, under the "colours" section put thisNara24 wrote:
Could someone tell me how to make all the beats red?
I think you need to uncheck "prefer new default skin behaviour (animations, etc.)" in the options menu.Nara24 wrote:
:o also, I think I have a file missing but I don't have any idea what it is x.x or maybe the spinner looks always like the original osu skin (I mean, inside it, where the approach circle appears).
That was all, tho xD and sorry if I said something wrong, this feels weird for me D:
this is possible in 2 ways:Nara24 wrote:
Could someone tell me how to make all the beats red?
elzapatoverde wrote:
Do you mean the combo colors? if so: In your skin.ini file, under the "colours" section put this
Combo1: 255,0,0
Combo2: 255,0,0
Combo3: 255,0,0
Combo4: 255,0,0
Combo5: 255,0,0
(where 255,0,0 is pure red)
for the scorebar-colour you have to remove 16 pixel lines at the top to have it aligned. The upper left corner of the scorebar-colour is on the position 5,16.poddo wrote:
Please help me with this i've been struggling since 1 PM, it's already 8 pm now.
The life bar(green one) doesn't go on the background like it's supposed to as seen here:
and the scorebar-ki.png is wayyy too high. how do i fix this!?