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Skinning tutorial (+ skinning ) 646s2v

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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.

Garygoh884 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.

sexy
8. and 9. are still duplicated :roll:

Timorisu wrote: 3l4823

8. and 9. are still duplicated :roll:
Sorry MLGnom, i went and fixed it. hope you don't mind too much :<
Topic Starter
It's okay.

But what the hell... I'm 100% sure that I fixed it previously, I checked it few times. :/
Is there a command for the skin.ini to reduce the amount of star2s?

Timorisu wrote: 3l4823

Is there a command for the skin.ini to reduce the amount of star2s?
there's no command like that

OsuMe65 wrote: 4d3mn

Timorisu wrote: 3l4823

Is there a command for the skin.ini to reduce the amount of star2s?
there's no command like that
Aw man, I really like the ones I have right now but the amount kills it :(
at [colours] what does combo1, combo2, combo3, etc. affect? the color of the hit circles?
thats correct. you can have up to 8 colours i think
Topic Starter
Correct. Up to 8 colours. They are only used when mapper haven't added colours (left them default) or when you disable beatmap skin (in visual settings).
A few weeks ago I compiled a list of all the mania .ini parameters with their default values, and then I forgot to publish it. Hope this helps out some people. There might POSSIBLY be something I'm missing but I don't think so.

This is a 7k.ini example;

[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

Quick non-obvious parameter explanations;

[General]
HitPosition: controls where your hit judgement is (the actual spot you have to hit notes)
ScorePosition: controls where the judgement hits (300, 200, 100, 50, miss) appear
ComboPosition: controls where the combo numbers appear

[Colours]
Colour1-8: individually controls lane coloring [ default | edited ]
ColourLight1-8: individually controls the color added to the mania-stage-light.png [ default | edited ]

All color parameters use Red,Green,Blue,Alpha codes.


If anyone has any questions feel free to ask.
Topic Starter
Lovely. Thanks for sharing, I will use this for sure. <3
And if something is missing we will find out what.
Well Recently i decided too make my own skin i followed the instructions on the forum and everything but there is one tiny problem whenever i press z to click it gives me 100s and recently ive been having to only use the x key to click i also tried switching the buttons for clicking and nothing happens im guessing its the skin i can link anyone too the skin if they think they know what the exact problem is.... ME ASAP!
Topic Starter
Check in your skin if you haven't swaped pictures of "hit300.png" and "hit300k.png" with "hit100.png" and "hit100k.png" by mistake.
Yukki_old_1
can we add more frames (up to 15 Frames) to sliderb ? will it affect when we play, like a little bit laggy ?
Topic Starter

[ Y P ] wrote: 5w6a46

can we add more frames (up to 15 Frames) to sliderb ? will it affect when we play, like a little bit laggy ?
Yes. You can add any amount of frames.

I don't think it will affect gameplay in any way. (Actually only High Resolution skin can cause minor fps drops)
Yukki_old_1
thx MLGnom
also another question,
does "Epilepsy Warning Message" editable ? nevermind this one, already got an answer :)
also what is Circularmetre.png ?

[ Y P ] wrote: 5w6a46

thx MLGnom
also another question,
does "Epilepsy Warning Message" editable ? nevermind this one, already got an answer :)
also what is Circularmetre.png ?

i think it's not skinable, and it's the progress bar that shows "PIE" type

Rei Hakurei wrote: 4f2a6p


i think it's not skinable, and it's the progress bar that shows "PIE" type
it is NOT SKINNABLE for sure
I'm hoping skinnable :roll:

OsuMe65 wrote: 4d3mn

Rei Hakurei wrote: 4f2a6p


i think it's not skinable, and it's the progress bar that shows "PIE" type
it is NOT SKINNABLE for sure
it IS skinnable but only at the test build :P

G4R4Su wrote: 54693a

it IS skinnable but only at the test build :P

even mode-X-small on beatmap listing and star3 (turned into star2) lol,

maybe i'll test skin osu-direct.png before expires *runs*

G4R4Su wrote: 54693a

it IS skinnable but only at the test build :P
oh er feature
Yukki_old_1
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
Topic Starter

[ 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
First, peppy haven't put them into official template. (yet, but nobody can confirm that he will do it 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.

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.
to avoid long talk, let's make this short:
new skinning elements are unpredictable
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 !

Yales 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 !
You can make it a bit more transparrent, That works for me atleast

Heibel wrote: 2k5k1b

You can make it a bit more transparrent, That works for me atleast
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
Topic Starter

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
It's only to make animation of lighting. We can't change the time of how long it will be displayed on screen. :/

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. :/
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..

It's ok, thank you very much for your answers.

I appreciate :).
Topic Starter

Yales wrote: 3b3f3m

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. :/
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..

It's ok, thank you very much for your answers.

I appreciate :).
Yes, animation doesn't extend the length of lighting. It simply have it constant. More frames = faster animation.
I made an animation for my Back button but it's going too fast,is there any way to make it slow? Adding more frames doesn't seem to work..
Topic Starter
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.

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.
("Summary"):

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
Great tutorial. Can I translate this into Chinese for my friend? I won't release it on any other places.
Topic Starter

Klaudia Klose-KL- wrote: 1o5227

Great tutorial. Can I translate this into Chinese for my friend? I won't release it on any other places.
Sure, go ahead. I don't mind if you will give it to someone else. It's good to have it translated into other languages.

OsuMe65 wrote: 4d3mn

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.
("Summary"):

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
I did what has been said,8 single image with 8 frame each,it still doesn't work :cry:
Topic Starter
Can you provide it for me? I want to check what's wrong.

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 :D

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 :D
it's not ed anymore,
options-background, match-background, lobby-background, osudirect-background are replaced by menu-background.jpg which is only for er
FunnyFunkyCow_old
Not too sure why, but my ranking-retry isn't working and instead it's using my pause-retry.... This applies for all of my skins..
And ranking-replay/ ranking-back isn't working either... Anyone have any clue why?
try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
FunnyFunkyCow_old

OsuMe65 wrote: 4d3mn

try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
Thanks :D
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?

FunnyFunkyCow wrote: 564m5r

OsuMe65 wrote: 4d3mn

try to deselect "Prefer new default when skin behaviour (animations etc.)" in the Skin tab (Options)
Thanks :D
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?
spinner-top
spinner-bottom
spinner-middle (time limit)
spinner-middle2

p/2190350/

edit: i didn't know about that o.o
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.
FunnyFunkyCow_old

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.
Oh ok, and aside from a few things in the ranking, are there any other changes in the new style?
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.
FunnyFunkyCow_old

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.
Read a bunch of the older posts, I have a general gist of it. Extreme emphasis on general.
It just looks strange because I made the pause-retry on the left side, so on the ranking, there'd be a retry in the ranking xD
Thanks~

edit: Pretty sure this is old news, but when you have two monitors with new style, you can't move your cursor out without alt-tabbing :P
FunnyFunkyCow_old
Found this online, is it possible to change the main screen icons? (the big Osu! button/ play/ edit/ options/ the icons in the top right/ online s/ show chat)
That's a screenshot of an old main menu design, and no, it's not possible to skin anything on the main menu other than the background. (which is er only)
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.
Topic Starter

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.
The only way to slow down menu-back is adding "AnimationFramerate: <number of frames per second>" to [General] part in skin.ini .
Lower value will slow it down.
Example :
AnimationFramerate: 3 - will load 3 frames of animation per second.

that it wll affect any other animations (excluding slider ball).
Why does my Skip button and back button going at different speeds if they have same AnimationFramerate:?
Would it be, because of amount of frames you have for each set of picture?
Topic Starter
Correct.
For example :
If your skip button have 12 frames, menu button have 28 and you have set "AnimationFramerate : 4" skip will only take 3 second to make loop and for menu back it will take 7 seconds.
Thanks for the help <3
Thanks for the help :)
Thanks for everything. but generally rather you helped me a lot in the COLORS COMBO that I came looking for a while ... thank you very much
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!

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!
Every skin with that type of spinner gets its background dimmed for good.
tested my own spinner with the same type as yours
Topic Starter

Shojhi wrote: k1or

...
Sadly it's that since "new" skin were introduced. Old style bg's never got fixed, even after many reports. :/
Hello,
im currently trying to make my own skin but i'm not sure how to position the pause-overlay buttons, like its shown in the first post.
Maybe someone knows a quick way to change that :D
To have the buttons appear offset to the left or right rather than the centre you have to make the actual size of the .png larger horizontally with blank space, and then put your actual button on the leftmost/rightmost. This is fudging placement though, and the empty space is still counted as a button and is clickable.
Hmm thank you :D that already helps alot.
Mhm but the position of the button itself isn't changable right? Like with a command in the skin.ini or something.
I wanted to put the 3 buttons right next to each other in the upper left corner but i dont think it will work like that will it?
Unfortunately not. Most everything is in a completely set position and any variations you see in them through various skins are the result of fudging placement with differing resolutions and blank spaces. And some elements - like the pause buttons - don't work very well when you try to fudge them vertically, as they start to overlap.
Hm thats a shame. But still thank you very much for the tip :D.
I'll try to position the buttons with your methode the way i imagined.

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

MLGnom wrote: 3b6q29

Sadly it's that since "new" skin were introduced. Old style bg's never got fixed, even after many reports. :/
Oh, that's a shame. Too bad that it'll not going to work for the time being. :?

Anyway, I tried to skin the new spinners, and it worked pretty good so far. But there is still one question that pops up in my head: Is it possible to change the spinner from it's non-spinned condition until it's spinned?

I guesss that this wasn't a good formulation, so here's an example: At the start of the spinner, the image should be balck and white. I guess that this position is represented by the spinner-bottom in the new skin behaviour.
After the player starts to spin, the spinner should turn from B/W into color over the course of the spin. This would be spinner-top, if my assumption is right.

After my reasoning I tried it out with a spinner-bottom in black and white and with a spinner-top in color, but this didn't really worked out, since the spinner was in color at all time. I guess that means that I still don't understand much of the new spinner behaviour, and I thought that I could figure it out. Oh well. :(

It would be very helpful if someone could point out the exact useage of spinner-top and spinner-bottom, although I guess that this was already explained earlier in the thread.
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.

If you want to make your spinner gain additive color as it's spun you should try messing with a solid spinner-glow and mostly transparent spinner-top/bottoms. You can also manipulate exactly what color the final result will be by making your spinner-glow a specific color that mixes with the additive color to make a different result.
jayjay_10

James2250 wrote: 4q2065

Edited a few things (made some parts easier to read and changed a few comments on it: default x . , % never need to be skinned as they will not be used in game, combo bursts should never exceed 500 width etc)

Stickied as has some nice info for beginners here~

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 the element order of the new spinner (if i got it right)

OsuMe65 wrote: 4d3mn

this is the element order of the new spinner (if i got it right)
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.
Well, then my plan wouldn't work well with these three individual-spinning spinners, since I'm using a static picture and not a pattern-like one, I guess. A simple spinner should do the job for now. Thanks for the help!

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?

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?
that depends on how you see your hitbursts during play.
well, as for the size... it should work well since it is smaller than the default's 256x256
Mistake, during gameplay, the approach circle lies below spinner-middle2, using my own older skin elements I made.
Awsome, i'm going to make a beatmap now :)

Garygoh884 wrote: 1f51y

Mistake, during gameplay, the approach circle lies below spinner-middle2, using my own older skin elements I made.
my bad, my bad
my eyes had gone bad after the summer heat...

OsuMe65 wrote: 4d3mn

that depends on how you see your hitbursts during play.
well, as for the size... it should work well since it is smaller than the default's 256x256
Oh, I see.
Thank you very much for helping out, everyone. I would like to ask again if I got any questions in the future. :)
who is she?
Topic Starter
Fate Testarossa from Mahou Shoujo Lyrical Nanoha series.
Thanks *.*
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?

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?
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.

TouchFluffyTail wrote: 3r633k

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?
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.
Got it. Thanks for the quick answer! ^^
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.
Topic Starter

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.
Try also different maps, sometimes maps have forced sounds.
Is it possible to do animated lighting? or to have two lighting png's go off at the same time?

Tsuchimikado wrote: 5c5464

Is it possible to do animated lighting? or to have two lighting png's go off at the same time?
I just tested to make sure, and you can't animate lighting. It's possible to animate the judgement hits themselves though.

t/114983
Wait!

There is new skin elements I coluld release
sadly for ers only

menu-button-back - size is573 x89
menu-button-edit - size is 575x89
menu-button-exit - size is 573x89
menu-button-freeplay- size is 573x89
menu-button-multiplayer- size is 579x89
menu-button-options- size is 578x89
menu-button-play- size is 565x89

over

menu-button-back-over - size is 583x89
menu-button-edit-over - size is 583x89
menu-button-exit-over - size is 583x89
menu-button-freeplay-over - size is 583x89
menu-button-multiplayer-over- size is 583x89
menu-button-options-over - size is 583x89
menu-button-play-over- size is 565x99

format is png


Edit: used the test build to test these elements
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?

edit: did some testing i think the cursor is a single pixel and circles are 1-3 pixels off from 124x124
@vahn10: skinning the cookie (logo) is strictly prohibited, you know

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anyway, if those are er only skinnables, let's wait for a er's response for further information/confirmation....

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?
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.

OsuMe65 wrote: 4d3mn

@vahn10: skinning the cookie (logo) is strictly prohibited, you know

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anyway, if those are er only skinnables, let's wait for a er's response for further information/confirmation....
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

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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 replay

file name: menu-osu.png
dimensions: 520x520 pixels

and this one can be put to your skin folder

TouchFluffyTail 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.
please use the test build and skin one of them

vahn10 wrote: 6c2y5u

please use the test build and skin one of them
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.

TouchFluffyTail wrote: 3r633k

vahn10 wrote: 6c2y5u

please use the test build and skin one of them
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.

off topic:
When I got er Tag, I will try to look for more elements

on topic: did you recolor those menu Icons like Play?
You can't skin these things outside the test build so why try to find them? (I already have a list of all of them by the way) Them even working in the test build anyway I assume is just an oversight.
test build skinnables = test build only
using them is totally bullsh*t because:

  1. destroy's new default's beauty (not quite important)
  2. those elements are space bloaters
  3. those elements are not necessary in anyway...
(@King of Thread Locking: leave something here... if you have any additions ;))
Here's my breakdown of skinning levels.



-Level 1-
Prefer old version skinning
skin.ini (skin name and author)
Hit Circles (base, overlay, approach circle)
Font Numbers (default and score by basic)
Spinners (all old version parts)
Cursor (all parts)

-Level 2-
Ranking Letters (all, including small)
Countdowns (images and audio)
Skip Button
Section Judging (images and audio)

-Level 3-
Hitbursts (all)
Ranking Screen ()
Pause and Fail Screen (all parts)
Back Button
skin.ini (custom color set)

-Level 4-
Song Selection Buttons (all buttons)
Menu Button Background
Sliders (ticks, reverses, score points)
Playfield

-Level 5-
Follow Points (animated or non-animated)
Ranking Screen (all other graphics including winner )
Unranked Graphic
Slider Balls (animated or non-animated)
Warning Arrows

-Level 6-
Modifier Icons (all osu! based)
Difficulty Stars
Effect Stars
Combo Bursts (single or multiple)
Hit Circle Select (in editor)

-Level 7-
Sounds (combobursts, failing, select, back)
Score Bar (all)
skin.ini (all other options)

-Level 8-
Taiko (notes, drumrolls, sliders, or fail)
Catch the Beat (all fruit images)

-Level 9-
osu!mania (notes, hold notes, judgements)

-Level 10-
osu!mania (hit judgements)
o!m .ini's (lane sizes and playfield position)

-Level 11-
osu!mania (all other images)
Taiko Mascot (all animations)
CtB Catcher
Game Mode Icons (all sizes)

-Level 12-
Key Input Tab (all)
Scalable Buttons (all)
Tabs

-Level 13-
Use new style skinning
Spinners (all new version parts)
Particles (all)
Topic Starter
And what are these levels are supposed to tell us?
i don't think "skinning levels" would denote the skin's content... or the skinner type :|
just saying because gary didn't specify any
(brb bringing back the correct thread icon)
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