No, I tried that by myself. When I click outside of the mode images (left side) and the cursor wasn't on the scoreboard, nothing happens and no mode was changed. This also applies when the cursor is on the leaderboard.
sexyGarygoh884 wrote: 1f51y
You can even make the mode selection more in style. Grab the size of the mode icon as 768x128px, then the filling area is 448x128 on the right side.
[Mania Skin Config]
ColumnLineWidth: 0.7
ColumnStart: 136
BarlineWidth: 1.2
HitPosition: 402
SpecialStyle: 0
SpecialPositionLeft: 1
UpsideDown: 0
JudgementLine: 1
ScorePosition: 325
ComboPosition: 111
FontCombo: score
LightFramePerSecond: 24
ColumnWidth: 30,30,30,30,30,30,30
ColumnLine: 1,1,1,1,1,1,1,1
[Colours]
Colour1: 0,0,0,255
Colour2: 0,0,0,255
Colour3: 0,0,0,255
Colour4: 0,0,0,255
Colour5: 0,0,0,255
Colour6: 0,0,0,255
Colour7: 0,0,0,255
ColourLight1: 255,255,255,255
ColourLight2: 255,255,255,255
ColourLight3: 255,255,255,255
ColourLight4: 255,255,255,255
ColourLight5: 255,255,255,255
ColourLight6: 255,255,255,255
ColourLight7: 255,255,255,255
ColourColumnLine: 255,255,255,255
ColourBarline: 255,255,255,255
ColourHold: 255,199,51,255
ColourBreak: 255,0,0,255
[Keys]
Key0: S
Key1: D
Key2: F
Key3: Space
Key4: J
Key5: K
Key6: L
First, peppy haven't put them into official template. (yet, but nobody can confirm that he will do it someday)[ Y P ] wrote: 5w6a46
that's kind of sad news
well i hope it will be skinnable for the commercial client soon since peppy put it on the skin template
to avoid long talk, let's make this short:MLGnom wrote: 3b6q29
First, peppy haven't put them into official template. (yet, but nobody can confirm that he will do itnpredictable someday)
Second, you can do a lot more in test build than in normal relase, so if you are testing skin or skins parts do that in actual build. You can never be sure what will be added in next upadate.
You can make it a bit more transparrent, That works for me atleastYales wrote: 3b3f3m
Hi !
I would like to know if it's possible/how to make the light on a basic lighting.png shorter in the game?
Like...I like the light, but it stays ...forever and can be confusing, so i'd like to make it shorter. is that possible?
Thanks !
I tried, it's quite better, but not really what I want. I saw in the osu-template that there's a lot lighting.png, (like lighting-1.png etc.) I wonder if it's possible to do it with frames then. I tried to put several pictures of the hit lighting, but it's not working... i_iHeibel wrote: 2k5k1b
You can make it a bit more transparrent, That works for me atleast
It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/Yales wrote: 3b3f3m
I tried, it's quite better, but not really what I want. I saw in the osu-template that there's a lot lighting.png, (like lighting-1.png etc.) I wonder if it's possible to do it with frames then. I tried to put several pictures of the hit lighting, but it's not working... i_i
Even if I make some totally transparent frame in this animation? ... Well I guess it can't take the color of the circle if I do this that way..MLGnom wrote: 3b6q29
It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/
Yes, animation doesn't extend the length of lighting. It simply have it constant. More frames = faster animation.Yales wrote: 3b3f3m
Even if I make some totally transparent frame in this animation? ... Well I guess it can't take the color of the circle if I do this that way..MLGnom wrote: 3b6q29
It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/
It's ok, thank you very much for your answers.
I appreciate.
("Summary"):MLGnom wrote: 3b6q29
Use "AnimationFramerate: X" frames in skin.ini. But this option will also affect any other animations if you have them.
Or to make animation slower add frames in other way. "play-skip-0" and "play-skip-1" is using same picture number 1, "play-skip-2" and "play-skip-3"is using same picture number 2 etc.
If it's still too fast add more frames as "frame 1" "frame 2" etc.
I did what has been said,8 single image with 8 frame each,it still doesn't workOsuMe65 wrote: 4d3mn
("Summary"):MLGnom wrote: 3b6q29
Use "AnimationFramerate: X" frames in skin.ini. But this option will also affect any other animations if you have them.
Or to make animation slower add frames in other way. "play-skip-0" and "play-skip-1" is using same picture number 1, "play-skip-2" and "play-skip-3"is using same picture number 2 etc.
If it's still too fast add more frames as "frame 1" "frame 2" etc.
AnimationFramrerate: (insert number here)
- defines a constant framerate for any animated elements (skin.ini option)
eg. AnimationFramerate: 20 (every animation will go 20 frames)
Note: the lower the number, the slower the animation
if still too fast
Repeating Frames
- by using a single image for 2 frames, the animation will go slower than usual, but the consequence is: skin size will increase
eg. Image1 = play-skip-0 and play-skip-1, Image2 = play-skip-2 and play-skip-3
if still too fast
use a single image for 3 frames
xXDoNiXx wrote: 3b6u7
you have to include the black bar on the top cause if you don't add the black bar osu goes LSD XD
options-background.png example without the black bar on the top:
i hope this could answer your question![]()
it's not ed anymore,Zero Black wrote: 1es4f
xXDoNiXx wrote: 3b6u7
you have to include the black bar on the top cause if you don't add the black bar osu goes LSD XD
options-background.png example without the black bar on the top:
i hope this could answer your question![]()
Can you gift me link![]()
ThanksOsuMe65 wrote: 4d3mn
try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
spinner-topFunnyFunkyCow wrote: 564m5r
ThanksOsuMe65 wrote: 4d3mn
try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
It worked!
Another question based off of this one though, I like the spinner when this is checked A LOT more than when it's checked off... is there a way to use only the spinner?
Oh ok, and aside from a few things in the ranking, are there any other changes in the new style?TouchFluffyTail wrote: 3r633k
If you have the new default skin option disabled osu will use the old spinner style even if you have the new spinner elements in your folder. If you want the new spinner you have to use the new style.
Read a bunch of the older posts, I have a general gist of it. Extreme emphasis on general.TouchFluffyTail wrote: 3r633k
Well I'm not entirely sure what the option toggle reverts, the skin update changed a lot of things. Hit circles fade differently, slider track points animate into place, judgement hits (300 100 50 miss) draw and decay differently and have an animated particle effect, the spinner was completely redesigned, the HP bar changed in style, and the countdown also completely changed.
The rank menu buttons being unable to be skinned with the new skin was an old bug I believe? I forget since I never really messed with it, you should try using the prefix of 'pause-' on the buttons instead and see if that works. 'pause-back' 'pause-replay' and such.
Edit: this of course means with the NEW default style enabled.
The only way to slow down menu-back is adding "AnimationFramerate: <number of frames per second>" to [General] part in skin.ini .ScarletFrost wrote: 4v4io
Is there a way to slow down the menu-back-(0,1,2,etc...) gif? My gif is going by way to fast and looks bad.
Every skin with that type of spinner gets its background dimmed for good.Shojhi wrote: k1or
Hello there!
I'm currently working on my first skin, and I have some difficulties with the spinner. I used the stickied tutorial on how to make one, but the spinner-background is a bit darker in-game than in the original file, which destroys the effect of the spinner-metre somewhat. I guess that the new skin-behaviour has something to do with it, so what can I do to fix this?
I ed my spinner-background, my spinner-metre and an in-game screenshot for better understanding.
Be careful, these images are quite large!
Thanks in advance!
OsuMe65 wrote: 4d3mn
Every skin with that type of spinner gets its background dimmed for good.
tested my own spinner with the same type as yours
Oh, that's a shame. Too bad that it'll not going to work for the time being.MLGnom wrote: 3b6q29
Sadly it's that since "new" skin were introduced. Old style bg's never got fixed, even after many reports. :/
TouchFluffyTail wrote: 3r633k
All the spinner elements are on screen at once during a spinner. spinner-top is overlaid onto spinner-bottom, and when start spinning both these elements spin at different rates to give the crazier swirl effect. spinner-middle get additive red color as you spin acting as the spinner metre. spinner-glow gets additive blue color as you spin acting as a secondary spin metre, and then flashes whenever you get a spinner bonus tic.
This is correct. As another side note on spinners - spinner-middle2 is basically a spinner-top-top as it's overlaid onto spinner-top and it also spins, giving you three rotating layers to work with. I can't recall if spinner-middle2 spins at the same rate as spinner-top though.OsuMe65 wrote: 4d3mn
this is the element order of the new spinner (if i got it right)
that depends on how you see your hitbursts during play.Shojhi wrote: k1or
I also finished the hitbursts today, the hit300-images are 102x211 large (height x width). They're fitting nicely and they shouldn't be larger than the hitburts that the template provides, but I would like to make sure, are they too large for regular play?
1366x768 is a 16:9 resolution, if you are using a 16:10 5:4 or 4:3 resolution the background image will be fit to the resolution vertically then cropped on the sides to fit the ratio.3GidiZ wrote: 5s3b2i
Hello, I'm in the middle of skin creation and am now working on menu-background and a question popped as I don't know how to solve it since i'm not a er yet. Picture size is 1366x768. I read that picture will be cut from left side at lower width resolutions. Will bottom of the picture will also be cut or will it be shrunk first and then cut?
Got it. Thanks for the quick answer! ^^TouchFluffyTail wrote: 3r633k
1366x768 is a 16:9 resolution, if you are using a 16:10 5:4 or 4:3 resolution the background image will be fit to the resolution vertically then cropped on the sides to fit the ratio.3GidiZ wrote: 5s3b2i
Hello, I'm in the middle of skin creation and am now working on menu-background and a question popped as I don't know how to solve it since i'm not a er yet. Picture size is 1366x768. I read that picture will be cut from left side at lower width resolutions. Will bottom of the picture will also be cut or will it be shrunk first and then cut?
Try also different maps, sometimes maps have forced sounds.Tenza wrote: 5l5u4y
How do you change the hitsounds on a skin? The skin I'm using does not have any hitsound files like normal-hitclap or so forth. I ed a hitsound I liked and put it in but it doesn't make any sound when I play in osu? Yes I reloaded the client and also have the option for using the skins hitsounds enabled.
I just tested to make sure, and you can't animate lighting. It's possible to animate the judgement hits themselves though.Tsuchimikado wrote: 5c5464
Is it possible to do animated lighting? or to have two lighting png's go off at the same time?
I'm not sure what the actual hitbox on circles is, I've been meaning to ask peppy/test this out myself, but in the meantime the actual hitboxes on cursors and circles are defined by the game, not the graphic. That would be silly.decoy11 wrote: 1k5w71
I want to make a accurate PRO skin for myself and i can't find any info on hitboxes for circles and cursors. Can anyone tell me what they are.
I see a lot of different pixel sizes and shapes for cursors too. Is the hitbox the cursor.png file or is it a separate entity?
I also see people making squares instead of circles for skins. Do the corners of those squares act also as part of the hitbox?
Those are all actual skin elements, but they are not skinnable. They're all part of the base menu system which is entirely locked out from being skinned.OsuMe65 wrote: 4d3mn
@vahn10: skinning the cookie (logo) is strictly prohibited, you know
------------------------------------
anyway, if those are er only skinnables, let's wait for a er's response for further information/confirmation....
you can see it when you finished watching failed replayOsuMe65 wrote: 4d3mn
@vahn10: skinning the cookie (logo) is strictly prohibited, you know
------------------------------------
anyway, if those are er only skinnables, let's wait for a er's response for further information/confirmation....
please use the test build and skin one of themTouchFluffyTail wrote: 3r633k
Those are all actual skin elements, but they are not skinnable. They're all part of the base menu system which is entirely locked out from being skinned.
peppy locked out all the menu skin elements from the main client for good back when the default skin was updated. These things work in the test client but... who cares about skinning menu items only for the test client. Don't bother using these elements.vahn10 wrote: 6c2y5u
please use the test build and skin one of them
off topic:TouchFluffyTail wrote: 3r633k
peppy locked out all the menu skin elements from the main client for good back when the default skin was updated. These things work in the test client but... who cares about skinning menu items only for the test client. Don't bother using these elements.vahn10 wrote: 6c2y5u
please use the test build and skin one of them![]()