umm why you didn't revert the icon intoHakuNoKaemi wrote: 5x4e5i
someone should remove the nuke
Soon I will continue with updates, please wait patiently. <3peppy wrote: 6w4l42
Double resolution skinning is now ed. Simply provide files with @2x suffix as you normally would. You still need to provide a standard resolution version too.
Example:
hit300g.png (300x300)
[email protected] (600x600)
High resolution sprites are used for resolutions 1600x and higher.
<3 but is there still no way to skin multiple resolution backgrounds? that would solve screen ratio issues.MLGnom wrote: 3b6q29
HD skinning is here!
Soon I will continue with updates, please wait patiently. <3peppy wrote: 6w4l42
Double resolution skinning is now ed. Simply provide files with @2x suffix as you normally would. You still need to provide a standard resolution version too.
Example:
hit300g.png (300x300)
[email protected] (600x600)
High resolution sprites are used for resolutions 1600x and higher.
Why would you need this? You know there is few different aspect ratios and if you would like to make background for every of them it would take some pointless space... especially if someone is using only one.JeMhUnTeR wrote: 605c39
<3 but is there still no way to skin multiple resolution backgrounds? that would solve screen ratio issues.
It's kinda hard to make it the same as SD without original work file.Jenny wrote: 6l5x6f
Question: Is there any way to properly turn an SD skin (normal resolution) into a HD one (doubled resolution) without the .psd files? (Talking about the image files here, not the skin.ini)
I've done everything but it just keeps like that D: happens in both 4:3 and 16:9MLGnom wrote: 3b6q29
Inside skin folder you should have as Taiko.ttf, yes you should rename that font.
I just ed it and works just fine. D:
Also, have you reloaded skin before testing?
Hmm... Here try the one I have ed. It works just fine for me : http://puu.sh/26zDAFlandre XKarlet wrote: 6g5w5s
I've done everything but it just keeps like that D: happens in both 4:3 and 16:9MLGnom wrote: 3b6q29
Inside skin folder you should have as Taiko.ttf, yes you should rename that font.
I just ed it and works just fine. D:
Also, have you reloaded skin before testing?
also wtf acc
I don't really know why it's not working. Everything is fine at my side.Aaoi wrote: 3o3f3b
Not sure where to post this but I'll try here, I'm trying to make a Mania Skin and I'm doing ok I think but I can't seem to find the right name to name my Miss note "mania-hit0" doesn't work, I've tried looking at other Mania skins and noticed theirs don't work either, I really don't wanna leave my skin unfinished
Any ideas?![]()
still not working. orzMLGnom wrote: 3b6q29
Hmm... Here try the one I have ed. It works just fine for me : http://puu.sh/26zDA
What do you mean by "because of the .ini"?Flandre XKarlet wrote: 6g5w5s
still not working. orzMLGnom wrote: 3b6q29
Hmm... Here try the one I have ed. It works just fine for me : http://puu.sh/26zDA
or maybe it's because of the .ini? D:
Hmm I don't really understand myself, I've done exactly what I've been told and it's the only note to not workMLGnom wrote: 3b6q29
Aaoi : I just tested your skin and your mania miss is working. I don't really know why that happens. :/
Because someone needs to create/gather some info about it.Kratoz-x wrote: 6g1n28
Why nobody adds information about the skinnable sounds D: ?
Also, if i use a soundless .wav it will work? like a blank png...
because the claps in every click are kinda distracting and its too simple use effects volume to 0% D:
Yeah, you can use either .mp3 or .wav but there is important difference between them.Kratoz-x wrote: 6g1n28
So, that why it was not working (Im stupid)
Either way, osu! sees .wav and .mp3 as the same thing, i use sectionfail/.wav and it works o.o
osu! wiki wrote: 4n21a
WAVE files are best in all cases, as mp3s will not loop correctly and have a short (0-20ms) gap before they are heard, adding an extra latency variable.
Hah, Thanks.Kratoz-x wrote: 6g1n28
ALSO I remenber something, try volume-bg.png 38x232px
i had a really old skin that uses it, i finished reading THE ENTIRE THREAD and nobody mentioned it yet, sooooo.... here you go :3
I literally started to use the forums 3 days ago, so i dunnoMLGnom wrote: 3b6q29
Hah, Thanks.Kratoz-x wrote: 6g1n28
ALSO I remenber something, try volume-bg.png 38x232px
i had a really old skin that uses it, i finished reading THE ENTIRE THREAD and nobody mentioned it yet, sooooo.... here you go :3
(quick skin for test, need to correct this)
It's me or there was a request to make this skinnable? I don't .
MLGnom wrote: 3b6q29
![]()
In progress, please wait patiently ^.^
1. I want to make a skin! 22u1w
Well nice decision, but skinning can be little hard for a newbie. In the beginning of making any skin, you should have :
- Beginner skills with any program that s transparency (Photoshop, GIMP, Paint.NET, others)
- Patience (skinning can take a little time)
- An idea! Yes, this is important thing. Try be clever while making your skin.
- And of course you need something with you can start work… Here, a skin template.
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2. Basics of skinning (things that you should know about skinning) 441c3w
BasicsIf it's your first time making a skin, good thing is to other people skins to get familiar with them, how they looks and how basic skin works.
So let's begin with total basic. You probably have already your template skin. If not, go ahead, it and install (double click on it).
If you don't know where to look for installed skins, check inside your osu! game directory for "Skins" folder.
"So I have already skin template, now what?" - Good thing is to make a copy of skin template and rename it to your desired name. Because if you remove something accidentally you can easily get new copy of that part.
Basic workspace is ready, so let me tell you few things about skins.
While making skin, you don't really need to stick with template sizes restrictions. Many parts can be made larger or smaller but I will explain that later in "Skin parts" section.
You can also create animation of several skin parts, with are :
- followpoint
- fruit-ryuuta
- menu-back
- play-skip
- scorebar-colour
- sliderfollowcircle
- taiko mascot
- taikocircleoverlay
- taikobigcircleoverlay
- hitbursts (300,100,50,miss etc.)
- hitcircleoverlay
- sliderball
To create animation simply you need to rename every frame to something like this : menu-back-0.png, menu-back-1.png menu-back-2.png etc.
You probably noticed that, we have different skins for different people. Some people prefer simplified skins, some like creative much more.
For osu! standard mode we have 3 major types of skins :
For Catch the beat :
- Normal - Kind of skin, that skinner creates as he/she wish. Follow or don't follow template sizes. These are often colourful and creative. May contains many different animations. Typical skin for common player. ^.^
- Simplified - This kind of skin is directed to a players who dislike distractions, but need to see some things. Skins like this often have minimized size of hitbursts (300,100, 50 etc.), size of parts aren't larger than template's, less colourful, less animations.
- So called "PRO" skins - This kind of skin it totally focused on removing any distractions that skin can provide. Skins like this contains transparent hitbursts, no animations, reduced amount of colours used in it, larger "followpoint.png", semi-transparent hitcircle.
Still gathering data, sorry. ^^;
For Taiko :
Still gathering data.
For osu!mania :
Still gathering data.3. What is a skin.ini? 47s4f
Skin.ini is a necessary file of any skin. It contains several major options of the skin, creator name and name of a skin that show up in osu! Let me explain every line of the skin.ini.
Skin.ini[General]
[Colours]
- Name - just put the name and version of your skin here .
- Author – if it’s your skin your name should be here.
- SliderBallFlip – 0/1 this changes the sliderball movement when it meets a reverse arrow. If you switch it off the sliderball will just move backwards after reverse arrow. Explained below.
- Sliderb with turned off flip [0]
- Sliderb with turned on flip [1]- CursorRotate – 0/1 controls whether the cursor rotates or not.
- CursorTrailRotate: 0/1 – controls whether the cursor trail rotates with cursor or not.
- CursorExpand – 0/1 when turned on, the cursor expands when clicking.
- CursorCentre – 0/1 while turned off the action point of the cursor will be in the top left corner of the image, rather than the center.
- SliderBallFrames – amount of sliderball frames(pictures) used in the skin.
- HitCircleOverlayAboveNumer – 0/1 if turned on, makes numbers appear under the “hitcircleoverlay”
- ComboBurstRandom : 0/1 – makes combobursts appear in a random sequence.
- AnimationFramerate: "Number of frames" – Defaults to playing all available frames per second. Applies to all animated sprites except slider ball, hitbursts. The lower amount of them, the slower animation will be.
- CustomComboBurstSounds: 50,100,200,300,400,500 etc. – Originally this option was intended for Taiko, since you can't change combobursts combo. Combo sound will be played at specified combo number. For example, we set CustomComboBurstSounds: 20,60,150,432, 864,1000 - combo sound/sounds will be played at combo : 20,60,150,432,864,1000.
- SpinnerFadePlayfield: 0/1 – If this is set to 0, background of spinners will be transparent (you will be able to see map playfield/video). Example how it's work. SpinnerFadePlayfield: 1 and SpinnerFadePlayfield: 0
- SpinnerNoBlink: 0/1 – When set to 1, it will stop spinners from "blinking" at top of the metre as they rise/peak.
- SliderStyle : 1/2/3 - Changes the slider style.
Slider style :1
Slider style: 2
Slider style: 3
Every colour is defined as a R,G,B palette.
[Fonts]
- Combo colours – allows you to use skin hitcircle colours if the beatmap used default. You can use up to 8 colours.
- SliderBorder – changes colours of the slider border
- SliderTrackOverride – Forces osu! to use certain colour for slider. For example :
SliderTrackOverride: 150,25,25- SpinnerApproachCircle – Changes the colour of SpinnerApproachCircle.
- SongSelectActiveText: 0,0,0 – Changes text colour on actually selected difficult.
SongSelectActiveText: 247,135,27- SongSelectInactiveText: 0,0,0 Changes text colour on actually selected song (but not selected difficult).
SongSelectInactiveText: 0,0,0- StarBreakAdditive: – Changes the colour of star2.png (dropped by cursor) during breaks and kiai time. Hard to explain this correctly, read more about this in ziin's post.
Normal star2.png :
Changed colour with skin.ini (StarBreakAdditive: 0,255,0) :
This allows you to manipulate the number images. About that “overlap”, the higher it is - the closer the numbers are.
Default numbers are used on hitcircles.
Score numbers are used for score and ranking.
Also swapping prefixes can influence the custom skins in beatmaps.
- “HitCirclePrefix : default” – changing this to “score” allows you to use one kind of number.
- “HitCircleOverlap: 3”
- “ScorePrefix: score” - changing this to “default” allows you to use one kind of number.
- “ScoreOverlap: 3”
4. Standard skin elements. 3b4l70
The main point of skinning. It’s good to keep the image sizes the same as on the originals, but this is not a rule. I will present and explain every part of standard skin elements.
ApproachcircleApproach circle is important part of gameplay. It is a circle that tells you when you need to hit a circle. Approach circle uses same colours as hitcircle so try to make it grey-scaled or preferably, white. While using "Hidden" mod approach circle is... well... hidden.
It's recommended to keep shape of circle or something similar to it, since player may get confused.
Few examples :
Button-left, Button-middle, Button-rightThis is skin part for buttons that you can find in several places in osu!, like mods selection menu, beatmap options, multiplayer/match buttons etc.
As you can see, every button is made of 3 parts. Left, middle and right. You need to be careful to made them at same height. To have correctly aligned parts that button-left must be connected to the right side of picture workspace and button-right to the left.
While adding any pattern/objects to it, that in some places button is resized... it can look a little ugly.
ComboburstsCombobursts are characters that appears at specific combo from left or right side of screen. Recommended size is 768x500px but you can do it wider. to make the comboburst characters (or whatever it is) appearing from left side while in the folder. Also adding any text to combobursts does not work well as osu! mirrors the images when they appear from the right side. To add several combobursts follow this naming rule : comboburst-0, combourst-1, combobursts-2, etc.
I have noticed one thing, many people simply don't know how to correctly crop a character out of picture and they are just using magic wand tool and delete selected area... please don't do that! It often leave many white parts or even removes something from your character... If you don't know how to cut your character out of picture, please check these 2 small tutorials:
Cropping tutorial for "Complicated Backgrounds" and Cropping tutorial for "Simple Backgrounds"
Few examples of combobursts :![]()
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CountdownCountdown is a part of some maps. It's give warning to prepare for playing map.
After last wide-screen update creating countdown should be a lot easier.
You are not restricted by width of count pictures but height should always be 768px.
How positioning of counts works :
Count 3 - Anchor position of it's at left side. Left side of picture will start here.
Count 2 - Anchor position of it's at right side. Right side of picture will start here.
Count 1 - Anchor position is at centre of screen. Centre of your picture will be here.
So, with this you are able to create many different countdowns. But you need to about how they are layered. Count 3 is always on top, count 2 is behind and count 1 is covered by them. So it's kinda impossible to make stacked countdown (you know numbers that appears on previous one).
Examples : (to be added)
To countdown we can also add go.png and ready.png . Not much to say about these.![]()
You are not restricted by size so you can try to make something different than default "Go" and "Are you ready?".
Example of different go.png :
Cursor and Cursor trailCursor is most important part of standard mode skinning.
Every player have their own opinion about cursors and what kind is the best.
While making one you should do it in kinda different colour than skin uses, to make it visible as possible. Cursor-trail can help increase visibility of cursor
By turning off skin.ini option "Cursor Centre" you gain possibility to make cursors that acts as your Windows cursor.
Examples of cursor : (more to be added)![]()
Default numbers and Score numbersDefault numbers - These numbers are used on hitcircles, as counter for actual circle combo. Kinda misleading naming, don't you think? Be aware of using something else than arabic numbers. Might be a little complicated with combo 10 and up (Roman numbers for example, it's impossible to make 10 as X, 11 as XI etc.).
Score numbers - Numbers used for score and your actual combo. You should try to make these large as template numbers. Too small may by hard to see, too large will be distracting and may look ugly. that score numbers are also on ranking screen, making them large will complicate creating ranking .![]()
When you are using widescreen resolution, don't forget about people that plays on 4:3 aspect ratio. You can easily make numbers a little larger and lifebar will start to cover them.
You can fix that by editing Score Prefix in skin.ini
Examples of numbers :![]()
HitburstsHitbursts are "explosions" that appears in front of correctly clicked circle, slider, spinner. In other words - 300,100,50 and miss.
This is very important part of standard mode skin. It can really affect how can you play (or think you are playing ^^;). NEVER do them larger than template hitbursts (I haven't meet a person that would like them being huge).
Let's begin with small gameplay explanation how you are getting 300k or 300g.
300.png - you are getting this one for correct hit at note/full slider or finished spinner.
300k.png/100k.png - "Katu" is for correct hit at last note of combo chain but you have got somewhere 100 (green katu is for hitting last note incorrectly).
300g.png - "Geki" is for correctly finished combo chain (you have gained 300 for every note in combo chain)
As you know from "Basics" section, people have different preferences. Making small or blank hitbursts it's kinda easy but making something creative but still not that distractive might be a little harder. I will show few examples :
Hitbursts can be animated, simply like other animations - hit300-0.png, hit300-1.png,hit300-2 etc. but that animation will be fast and is not affected by "Animation Framerate" from skin.ini.Hitcircle and HitcircleoverlayHitcircle and Hitcircleoverlay are another key parts of standard skinning. Together with default-numbers creates standard hit note :
While making hitcircle about combo colours. Avoid using too much black colour since can make it unreadable.
Some people likes when hitcircle it's semi-transaprent, it helps them read streams etc.
Hitcricleoveraly - use it to make your hitcircle readable! It isn't affected by combo colours so you can make them in whatever way/colour you want.
to make it slightly larger than hitcircle.
Few examples of hit notes :![]()
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HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.
LightingLighting is part of hitcircle. It appears behind hitcircle after hitting it. You can also see it behind circle when beatmap have kiai time.
Please, try to avoid making it very large, since it's expanded after appearing. If you want it to be visible behind hitcircle in kiai time, simply make it a little larger than hitcircle.
In default skin it's just a glow :
Lighting is also visible in kiai time while playing CtB
Examples of lighting :![]()
Menu-backButton that appears in any menu (options, osu!direct, special mode select, song select). This is one of few parts that have size restricted. If you make it any larger than template, part of it will be outside screen. You can also animate it.
Examples :![]()
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Menu-button-backgroundThis part appears in few places, but main usage is in song selection screen as background for beatmaps info.![]()
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While making menu-button-background you must about few things.
And few exmaples :
- Don't make it too large because it will look ugly when things start to overlap.
- It's coloured differently, try making it grayscaled or just avoid using too much of dark colours.
- You can try to be clever while making "bars" for songs names.
- You can change colour of text used, look into skin.ini part for SongSelectInactiveText and SongSelecActiveText:
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Pause/Fail screenSkinning pause or fail screens it easy. Only few elements are used and it's widescreen compatible.
So, let's begin with background. For pause background you need to skin pause-overlay, for fail - fail-background. If it's a personal skin, use your osu! resolution as size (as long as it uses more than 768px height). If you are going to make public skin, you can do 2 versions of it - one in 1366x768 size, second in 1024x768 but using 1366x768 is the safest option since on lower width resolutions, sides of picture are cut (while 1024x768 have black bars at sides). Default skin doesn't have pause/fail backgrounds.
Another parts are pause-continue, pause-retry, pause-back (fail screen only have retry and back). These aren't restricted by size and clickable area is resolution of picture.
Examples of pause :![]()
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Examples of fail :![]()
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PlayfieldPlayfield as the name says it's a background of our playfield. Actually it appears really rarely, only on old maps that doesn't have their backgrounds. But it also serve a purpose of ranking- background. But I will tell more about this in ranking- section.
Playfield is widescreen compatible, you can use any aspect ratio since osu! resizes 4:3 pictures to fit screen on widescreen, and while using widescreen bg on 4:3 it's adding black bars from upper and bottom s.
Default playfield :
Play-skipSimilar part to menu-back with one exception, is not restricted by size. Used to skip beginning of some beatmaps. This part can be animated.
Default :
Examples :![]()
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Play-warningarrowWarring arrow that appears at the end of section break ( or fail), in pause menu - pointing at actually selected button (appears after pressing keyboard arrows) and while playing TAG in multiplayer - warns about your turn. that warning arrow appears from both sides, right side is mirrored.
Default :
Examples :![]()
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Ranking-Ranking uses many skin which you can create pretty nice thing.
Default ranking :
So, let's begin.Examples of ranking :
- Ranking Letters - It's not hard to do them. Just don't make them freaking huge. ranking-X is for SS, ranking-SH - Platinium S, ranking- XH - Platinium SS.
- Ranking-accuracy and maxcombo - As the name says. Personally I recommend to make them blank and add "Max Combo" and "Accuracy" by yourself on raking-. It's just easier to position them.
- Ranking buttons (retry,back,replay) - Similar part to pause buttons.
- Ranking-graph - This one is kinda size and position restricted. Easiest way to make it, is by using default one, since you won't have problems with correct position to fit actually showed graph.
- Ranking-perfect - You can make it in whatever way you want, add text or picture. Be aware that sometimes you will need to do minor positioning.
- Ranking-title - Title of Rankings. Usually used as "RANK / Your Rank".
- Ranking-winner - A small box that shows winner of multiplayer match.
- Ranking- - the heart (:3) of ranking. It's not restricted by size (but is restricted by position), so fell free to experiment. Like I said in "score numbers" part, you must that is hard to fit large numbers into ranking spaces. I recommend to test your ranking on long maps that have high combo (for example paraparaMAX I, just check out someone's score).
- Background of ranking - After widescreen update, creating ranking of 1024x768 size to cover whole screen doesn't work well. Instead now the main role of background takes playfield.png
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Scorebar (lifebar)This is troubling for most of the skinners if they want to make lifebar different than the original. That's because scorebar-colour has different anchor position than scorebar-background.
Blue lines show the anchor position for scorebar-colour and if you want to fit them in the same place, try moving the scorebar-background. Also you don’t need to keep length of the lifebar, you can make it shorter or longer (for widescreen). Scorebar-colour can be animated.
Default lifebar :
Interesting thing about scorebar-background is lack of size restriction with you can use to make some kind of border for combo or score. I will provide example, so this should be easier to understand :
This is more like option for personal use, since you need to make it in your aspect ratio size. For this example was 1311x768, for 16:9 will be 1366x768 etc.
Some people might like this option since someone would like to cover score or something. Be aware that scorebar-background is a highest layer of gameplay which means it will cover any other aspect of screen.
Scorebar-ki/kidanger/kidanger2 - part of lifebar that's goes with your actual life. Ki is from 50-100% of life, kidanger appears at 25-50% life, kidanger2 appears when player have less than 25% of life.
Examples of lifebar :
Section and Section FailPictures that appears in longer breaks. You can gain section for having more than 50% of life before break. Section Fail appears while having less than 50% of life. Nothing special about these, they don't have size restrictions so fell free to make them larger.
Default :![]()
And of course examples :
:![]()
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Fail:![]()
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Mod iconsAs name says, icons for addition mods that make game easier/harder etc.
List of actual mods :
You can also find 2 other icons in older skins that aren't used any more : selection-mod-novideo and selection-mod-taiko.
- selection-mod-easy
- selection-mod-nofail
- selection-mod-halftime
- selection-mod-hardrock
- selection-mod-suddendeath
- selection-mod-perfect - Icon for perfect mod. Just click hold on sudden death icon and drag it away to change.
- selection-mod-doubletime
- selection-mod-nightcore - Same as perfect mode. Click hold and drag away double time mod icon.
- selection-mod-hidden
- selection-mod-fadein - osu!mania mod, just press on hidden while in osu!mania game mode.
- selection-mod-flashlight
- selection-mod-relax
- selection-mod-relax2 - Autopilot icon
- selection-mod-spunout
- selection-mod-auto - icon for Autoplay mod
- selection-mod-key4/5/6/7/8 - osu!mania mods
It might be a little hard to work on such a small area, using "unsharp mask" filter can make your icons more readable. You can change their size, but that too big icons might overlap with each other.
Default icon set :
Examples :
Slider and everything related to itLet's begin with list of parts that are related to slider :
Default slider :
- Sliderball - While making it, avoid making it larger than slider, it may look a little bad. Sliderball can be animated but naming is a little different that other animations - sliderball0, sliderball1, sliderball2, sliderball3 etc.
- Sliderfollowcircle - When you are going to make it, try to keep it's size and shape, since it shows holding area of sliderball, changing it might confuse player. Can be animated.
- Reversearrow - Arrow that bounce our sliderball. If you are going to use something else than arrow, to make it visible as possible and not larger than hitcircle.
- Sliderscorepoint - A minor slider tick icon that appear on sliders. Make it visible.
- Sliderpoint10 - A number of points that appears when you catch slider tick with sliderball.
- Sliderpoint30 - A number of points that appears when you hit start of slider correctly and when sliderball hit reverse arrow.
- SliderStyle - Allows you to change inner part of slider. Check back skin.ini section for more info.
And examples of slider :
Special-BackgroundIt's a background for other game mods selection screen (Taiko, Catch the Beat, osu!mania).
Special-background - When adding it, to cover with it whole background ( it's a little buggy with transparency). Safest option is using 1366x768 picture size (when player is using smaller resolution, for example 4:3 aspect ratio 1024x768, special background will be just cut from right side).
Special-Taiko,Fruits,Mania - These buttons aren't restricted by size, but are a little restricted by position which required to be a little tricky to change their position (if you really want to change position of buttons, fell free to PM me). Size of picture is a clickable area.
Examples of special-background :
Spinner and everything related to itBecause spinner uses several parts, I will do another list...
Default spinner:
- Spinner-approachcircle - Work in similar way as approach circle but this one can tell you how long is spinner.
- Spinner-background - Body of spinner, actually spinner is not ed by widescreen so you can only make it max 1024x768. to include something that will allow player to find centre of spinner, you can add this here or on spinner-circle. Default spinner background is 1023x692, but you can change it to full screen version (1024x768).
- Spinner-circle - Another main part of spinner. Please be careful while making it, because you can make it wobbly which is a bad thing.
- Spinner-clear - Text that appears whenever you have spined long/fast enough to spinner.
- Spinner-metre - Progress bar of every spinner. You need raise it to certain point to spinner. Same as background, size is 1023x692 but you can change it.
- Spinner-osu - Appears after clearing spinner.
- Spinner-rpm - Area with "Spin per Minute" text on it
- Spinerr-spin - Text that simply tells you to spin through spinner.
- Various options in skin.ini - Just look into skin.ini section.
Examples of spinner:![]()
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Other partsFew other parts :
- Follow-point - Special element that direct you to another hitircle/slider of the same combo chain. Appears only at longer distance between notes. It's good to make it a little larger and colourful to make it visible.
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- Menu-background.jpg - Background for main manu. This part is only loaded/available for osu! ers. You will also see it in options, multiplayer lobby and multiplayer match background. This is the only skin element that must be in .jpg extension. You can easily change it by just dragging a picture and dropping it in main menu window, it will create/replace menu-bacground in you current skin. If you have created picture of size 1366x768, it will be cut from left side at lower width resolutions.
Example :- Play-unranked - Skin element of "Unranked" text that appears when using auto/relax/autopilot mods.
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- Search-background - It's a background for osu!direct (ers only ^^;).
- Selection-tab - Skin elements for most of tabs that you can find in game.
- Small-letters - Small letters know as : ranking-D-small, ranking-C-small etc. You can find these in 3 places. In beatmaps ranking, song select and near score while having a section break in beatmap. Typically these are the same as ranking-letters.
- Star - Difficult "stars" that you can see in song menu. These are sliced by half when difficulty is 4,5 or something, you can use this to create "10 stared difficulty", see this in example below.
- Star2 - "Stars" that are dropped from cursor in breaks, kiai time, while playing with relax or autopilot mod. Also used by kiai fountain and appears together with comboburst.
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5. Catch the Beat Elements 1v6i2p
To be added...
6. Taiko Elements 6y1y3q
I will explain here with one element and where it's applied in gameplay.
Taiko
- Taiko character aka "pippidon" - It can be easily animated in similar way as sliderball. All character "actions" explained below.
- pippidonidle0, pippidonidle1, pippidonidle2 etc. - character in idle mode, simply waiting.
- pippidonkiai0, pippidonkiai1, pippidonkiai2 etc. - character animation in kiai time.
- pippidonfail0, pippidonfail1, pippidonfail2 etc. - character animation when player started failing.
- pippidonclear0, pippidonclear1, pippidonclear2 etc. - character animation while player past combo milestone (50, 100, 200, etc.) and after correctly cleared spinner.- Spinner-warning - Warning about spinner that appears on taiko bar.
- Taiko-bar-left - Left part of taiko bar. Place where you see your "buttons".
- Taiko-bar-right and Taiko-bar-right-glow - Right part of taiko bar. "Glow" bar appear in kiai time.
Taiko-bar-right :
Taiko-bar-right-glow :- Taiko-barline - A line that appears on right bar.
- Taikohitcircle and Taikohitcircleoverlay - It's almost same thing like hitcircle and hitcircle-overlay with one difference, Taikohitcircleoverlay can be animated.
- Taikobigcircle and Taikobigcircleoverlay - Same as above but it's applied to the big circles.
- Taiko-drum-inner and Taiko-drum-outer - Red and Blue button indicators on left taiko bar.
- Taiko-flower-group - Appears behind Taiko mascot after hitting combo milestone.
- Taiko-hit300, Taiko-hit100 etc. - Same thing as standard hitbursts 300,100,50 etc.
- Taiko-glow - Appears behind "hitting" area in kiai time.
- Taiko-roll-end and Taiko-roll-middle - It's taiko slider. Please note that taiko-roll-middle is "copied" to fit length of slider. (That's why it's only 1px width).
- Taiko-slider and Taiko-slider-fail - These are upper part of taiko bar. They aren't restricted by length, so with right idea you can make something nice.
Taiko-slider :
Taiko-slider-fail :7. osu!mania elements (In progress, please wait) 2c6o4n
Let me explain skin parts and osu!mania [X]k.ini files.
osu!maniaLet’s start with skin parts.
Now second part – ini files.
- LightingN – Lighting that appear when you hit a note on judgment bar (named that correctly?). Can be animated, through it’s pretty fast animation.
- LightingL - Same as above but it’s for “slider” notes.
- mania-hit0, 50, 100, 200, 300, 300g – Hitbursts for osu!mania. You can animate them, but these are really fast, so you need to be cleaver to make them visible. Animation isn’t looped, that means it is long as many sprites you did.
- mania-key1 /2/S – Skin for buttons. Be careful with using patterns on it. Because later in .ini files you might set length of buttons that can make patterns stretched. Special button is used in 7k/8k game mod.
- mania-key1D/2D/SD – Skin for buttons while pressed. Same as above.
- mania-note1/2/S – Skin for mania notes.
- mania-note1H/2H/SH – Skin for end parts of “slider”.
- mania-note1L/2L/SL – Skin for middle part of “slider”. This one can be animated.
- mania-stage-hint – know as judgment bar. Place where you need to hit note correctly. If you have problems with correct position of it use judgment line that you can set in .ini files.
- mania-stage-left/right – A left/right part of mania playfield. They aren’t restricted by size, so you can make neat sides by adding something more than border. If you will use it just for border, do a smaller part - rest will be repeated from upper part of screen to bottom.
But if you are going to something larger, set height at 768px and width of your preference.- mania-stage-light – special light that appears on column stage when you hit a button. Game will always try to fit it into column width, making them wide will force game to resize it to size of column.
Better make higher than wider.- selection-mod-key4/5/6/7/8 – mod icons for mania key mods.
- special-mania - osu!mania icon is special mode select.
Every mania skin should contains 5 .ini files ! 4k, 5k, 6k, 7k and 8k. As you can guess these are general options for mania-key mods.
Let’s explain them!
Example what I did.
- ColumnWidth:50,25,30,25,30,25,30,25 – the widths of tracks. All numbers are separated by comma.
Sizes goes from left to right. So if you changed special button position in 8k, you need to change it here too.
WARNING! Use only 4 sizes for 4k, 5 for 5k, 6 for 6k, 7 for 7k, 8 for 8k. No more,no less than amount of tracks otherwise you will crash osu! when starting a map!- SpecialPositionLeft:0/1 – Special position button for 8k. If turned off (set to 0) button will appear on right side of stage.
- ColumnStart: 230 – Position of osu!mania stage. You can set from 0 to 460. 0 - left side, 230 - center of screen, 460 - right side.
- ColumnLine: 1,0,0,0,0,0,1,1 – Set a white line between tracks. 0 – off, 1- on. Amount should be same as amount of tracks otherwise it won’t work.
- JudgementLine:0/1 – Show judgment line. It’s line where you need to hit notes.
- Colour1: 80,0,0,200 – Set colour of track. Numbers are in format RGB A (red, green, blue,alpha – transparency ). You should set colours amount same as amount of tracks (Up to 8 for 8k).
8. There is an easier way to install skins. 3u642c
All what will need to do, is just opening the file.
You need to create .osk (osu! skin) file. How to do this I have explained below.
Creating .osk file with WinRAR
Creating .osk file with 7-ZIP
In short : You need to create .zip archive and simply change extension to .osk
9. My skin is finished! I want to share it with everyone! 5q433h
Good Job! First delete all not skinned parts, we don't want to . Next you need to create archive (zip, rar, 7z or .osk file with is recommended) and it somewhere. Mostly people prefer direct . You can use upppy! or puush. Mediafire is fine too. (Of course you can use other sites for ).
If you don't know how to make friendly looking thread use this template.
Template by DragvonDon't forget about screenshots. (people wants to see your skin before ing).[General]
Skin Name: Your skin name will go here.
Creator: Name(s) of who made it.
Theme: Tell us what theme your skin is based at.
Version: Self-explanatory
Tags: This can make finding your skin easier.
: Put link here.
[Data]
Size: Aprox. size of you skin
Is it fully skinned? Yes/No. (Gameplay/Menu/Taiko/Catch the Beat - only?)
Screenshots: Screenshots go here. (Adding a spoilerbox is usefull for people with slow connections)
Video preview : (If you have one)
[Misc]
Creator's comment: Self-explanatory.
Updates: Leave your updates here (Again, a spoilerbox could be very usefull here)
Requests: Since no one is perfect, you can use this to request help to your skin![]()
You can use upppy to them.
______________________________________________________________________________________________________
Of course the information listed here only shows how things work and what is important. The rest depends on your photoediting skills.
And geez... don’t be shy if you don’t know how to make something. Feel free to ask me or other people who can help you.
Old quote but still.Kratoz-x wrote: 6g1n28
ALSO I remenber something, try volume-bg.png 38x232px
i had a really old skin that uses it, i finished reading THE ENTIRE THREAD and nobody mentioned it yet, sooooo.... here you go :3
So you can't use your skin and the creators note colours? That's so lame :<MLGnom wrote: 3b6q29
Ignoring beatmap skin also disables beatmap combo colours and allow to use your own.
In skin.ini you can set your own colours of combo. You can use up to 8 combo colours.
[Colours]
Combo1: 240,240,0
Combo2: 255,255,255
Combo3: 255,190,0
Combo4: 120,0,200
Combo5: 0,150,0
etc.
particle50.pngScreenshot
particle100.png
particle300.png
selection-mode.png
selection-mode-over.png
mode-osu-med.png
mode-taiko-med.png
mode-fruits-med.png
mode-mania-med.png
The new default skin is at the moment only available in the .dll-Files, that were ed in the updater, but peppy already announced that the new skin will be available as template-skin soon, so..just wait a bit.Netoxic wrote: 6p4r5j
Where is the default skin located now? Also, I noticed the trail on the new skin grows from last hit circle to next one instead of just popping the entire line at once, how do i enable that in my own skin?
glad to hear that, I'm find for default skin in my skin folder but I can't find it.TechnikaFlash wrote: 5x194a
The new default skin is at the moment only available in the .dll-Files, that were ed in the updater, but peppy already announced that the new skin will be available as template-skin soon, so..just wait a bit.
Thanks again for the info, and one day I have fully mapped my skin.Yuki-kun wrote: 642j17
You can see it in my screenshot.vahn10 wrote: 6c2y5u
Thanks, but what's that for and where we can find it?
It's kinda some effects after you hit the note and appear around center of note/tail of slider.
I found it by myself, not related to any skin xD
if you done it right, particles won't block your hitcircles.. particles goes on the bottom of the hitcircle anyway.. ._.Yuki-kun wrote: 642j17
Honestly, i still prefer a fully-transparent score after hit a note like before this update than.
The new particle should be as smaller as possible or it can become another visible score 50, 100, 300 ._.
Use your own spinner skin.Francis56789 wrote: 5i5d1w
Anyone knows how to change the spinners?
It causes me a lot of lag while playing and it is getting kind of annoying.
May be i will find some ways for it xDHatsune Chiyo wrote: 2m1n64
if you done it right, particles won't block your hitcircles.. particles goes on the bottom of the hitcircle anyway.. ._.
SPOILER
see? no particles above the hitcircle, just hitbursts..
i think that's because mode-osu-med part make it weirdTakamaru_17 wrote: 1vd5g
Someone can tell me the size for mode selection button? I try 73x86 like mod select and another button beside it, it looks weird and doesn't fit.
...and meh it so hard for me if osu default skin template isn't available for now. ):
MLGnom wrote: 3b6q29
spinner-top - highest layer.
spinner-middle - middle layer
spinner-middle2 - also middle layer but this is a circle a the centre of spinner
spinner-bottom - lowest layer of spinner
^ This is whole spinner.
spinner-glow - appears around spinner when you complete a spinner
Please wait these few days for skin template. Yeah I know many of you would like to start making/updating skins, but well... we can't do much about this. ^^;
- spinner-middle goes red as an indicator on how much time left did you have to spin, and it goes on the VERY TOP of the spinner.
- spinner-middle2, spinner-top and spinner-bottom spins as usual and does what it said.
- you can still use spinner-approachcircle, it does what it used to be..
Actually, i used my cursortrail just to find where the part of skin appeared.Ogion wrote: 20f25
Yuki-kun,
Do your particles blend additive?
You...how did you get this?! And what do you mean by "not skinnable"?Cookie Cloud wrote: 25464y
-Link removed-Wassaaaa wrote: 1g4a1n
Don't know for when ppy will publish the new template? or someone has a compilation with new files used (name and size) or last, a skin that uses most of the new files?
I would be very grateful![]()
Here is everything. (Not mine) Everything in there is not skinnable.
^ from Clementine's archive :VJeMhUnTeR wrote: 605c39
oh btw, check this (the smaller mode images on top of selection-mode):
- mode-osu-small.png
- mode-taiko-small.png
- mode-fruits-small.png
- mode-mania-small.png
Asking some questions JeMhUnTeR, do you know the size of it? I think to be the same size as volume-bg.png (38x232)JeMhUnTeR wrote: 605c39
oops nevermind I found it. volume-bg-effect.png. it's the volume for effects. hold alt while changing your volume.
Edit: also, I can't seem to change the bar. volume-bar.png doesn't work.
Not skinnable aren't they?JeMhUnTeR wrote: 605c39
oh btw, check this (the smaller mode images on top of selection-mode):
- mode-osu-small.png
- mode-taiko-small.png
- mode-fruits-small.png
- mode-mania-small.png
yeah, same size.vahn10 wrote: 6c2y5u
Asking some questions JeMhUnTeR, do you know the size of it? I think to be the same size as volume-bg.png (38x232)
EDIT:Did you mean volume for sound effects?
I didn't know that.OsuMe65 wrote: 4d3mn
^ from Clementine's archive :V
what do you mean? it IS skinnable.Rei Hakurei wrote: 4f2a6p
Not skinnable aren't they?