Sign In To Proceed 435v5c

Don't have an ? 473g1v

osu! to create your own !
forum

Skinning tutorial (+ skinning ) 646s2v

posted
Total Posts
4,226
show more
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

------------------------------------

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

------------------------------------

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

------------------------------------

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)
The 'levels' are the steps which the skinner may make into a successful skin. For example, the brand new skin begins with no images, and bit by bit, the sprites or images will be made into this library. So this is the progression of how a basic skinner learns to make it successful.
Is there a way to change the thickness of the slider overlays?
I want to try and match it to my hitcircleoverlay.png thickness

decoy11 wrote: 1k5w71

Is there a way to change the thickness of the slider overlays?
I want to try and match it to my hitcircleoverlay.png thickness
There isn't. The only slider adjustments you can make are border color, track color override, and the track style.
You could just edit the hitcircleoverly.png to match the slider border's thickness.
I don't want to do that beacuse the hitbox is bigger then the default hitcircleoverly.png.you can actually click a few pixels outside from the default hitcircleoverly.png
you must adjust your hitcircle since there's no code for sliderborder adjustment
I have a problem with the hitcircles i make. This is what happens on the sliders......please help


pic related

Topic Starter
Ummm... That yellow thing with red dots is supposed to be hitcircle yes? And it's out of place? Now the question. Are you trying to make it in HD? ("[email protected]").

Anyway please provide that hitcircle so I can test if it is broken for me too. (If you don't want to distribute it here, send me it via PM)

Edit : Resolved.

Hitcircle had too large canvas size. guys standard hitcircle should be 128x128. Otherwise it will mess up on sliders.
Plainside
Is it possible to chance the falling fruits in CTB? if so could some one tell me where to find these files
  1. fruit-apple.png
  2. fruit-apple-overlay.png
  3. fruit-banana.png
  4. fruit-banana-overlay.png
  5. fruit-drop.png
  6. fruit-drop-overlay.png
  7. fruit-grape.png
  8. fruit-grape-overlay.png
  9. fruit-orange.png
  10. fruit-orange-overlay.png
  11. fruit-pear.png
  12. fruit-pear-overlay.png
  13. fruit-ryuuta.png
i think that's all of them
Plainside
Thanks Deadbeat is there also a way to not color them cause I want them plain grey but osu colors them :l
i'll have to let someone else answer that one sorry, just packed up laptop so can't do any checking :<
Plainside
Ahh damn well I hope it is possible :D
If you make the fruit-overlay a solid color osu can't colorize them. I just did a quick test to see if grey worked and it seems to, so just make your fruits use solid overlays.
Topic Starter
Woohoo... I have made progress with updating thread. Points 1,2,3 are finished (still, I will add/change things there over time, but generally it should stay same as it is now).
What was the filename for the ranking screen background? I forgot it.. =.=
Didn't it use your playfield.png? Atleast that's how I it doing it. I think that functionality got removed completely when the ranking screen got updated to show the song diff BG on the background.

You can always just override that by making a 1366x768 (2732x1536@2x) ranking-.png and covering the entire screenspace.
My skin's play warning arrow is displaying in a blue color, and it still does this even with different arrows and skins.

The arrow was meant to look like this:
well for now the play-warningarrow will be tinted with blue on pause menu....
Yeah the warning arrow gets tinted blue on the pause menu and red during breaks. There's no real way to by it.
Topic Starter
You can always use "old skin behaviour"...

TouchFluffyTail wrote: 3r633k

Didn't it use your playfield.png? Atleast that's how I it doing it. I think that functionality got removed completely when the ranking screen got updated to show the song diff BG on the background.

You can always just override that by making a 1366x768 (2732x1536@2x) ranking-.png and covering the entire screenspace.
"playfield.png" doesn't work and I think that function wasn't yet removed.
I've seen a screenshot from a before with the same backgrounds and with "ranking-.png". I can't who's that.. =.=
Topic Starter
That person could just skin ranking- to cover whole ranking screen.

TouchFluffyTail wrote: 3r633k

You can always just override that by making a 1366x768 (2732x1536@2x) ranking-.png and covering the entire screenspace.
^
If you are using 16:9 resolution.
Then the circle-rotating thingy near the rank letter isn't visible anymore. [ the was over it ]
And its already movable [ well since its the ]
Topic Starter
So you saw this on screenshot...
It was new one made after new default skin update. Or before?
Also it was old beatmap without background or new one but with deleted bg? (Not sure if it will work if you delete background from newer beatmap).
I'm not sure if its before or after but I think that uses the skin before the update.
I always see that the always has a Black Rock Shooter background on his ranking results. [ Not by replacing the real background ]
Topic Starter
Right now I'm at work so I'm unable to test if playfield will work when beatmap background is be deleted. (Probably will be only black screen, but I'm not sure about that.)
Will test this one after work. (Or if someone will do that before me).

Nathanael wrote: 354k3u

What was the filename for the ranking screen background? I forgot it.. =.=
ranking-.png

Nathanael wrote: 354k3u

I'm not sure if its before or after but I think that uses the skin before the update.
I always see that the always has a Black Rock Shooter background on his ranking results. [ Not by replacing the real background ]
that is... Pizzicato
he uses an overridden raking-, like what TouchFluffyTail said

TouchFluffyTail wrote: 3r633k

You can always just override that by making a 1366x768 (2732x1536@2x) ranking-.png and covering the entire screenspace.
take note, old skin behavior covers up the entire screen. it's contrary is the new skin behavior

Nathanael wrote: 354k3u

"playfield.png" doesn't work and I think that function wasn't yet removed.
playfield.png still has use. it usually appears on maps without BGs, if you can still it...
playfield came in the skinnable nation long time ago and still exists until now.

(EDIT) no need to test it. quite obvious and i already saw Pizzicato's screenshots a lot of times.

MLGnom wrote: 3b6q29

You can always use "old skin behaviour"...
The arrow is still blue even after changing skin behaviours.
Edit: The arrow seems to be fine in-game but only changes color when in the pause/fail screen.
Topic Starter

Ideolo wrote: 281gf

MLGnom wrote: 3b6q29

You can always use "old skin behaviour"...
The arrow is still blue even after changing skin behaviours.
Ah, so it's now forced (or it was for a longer time?).
In this case you are unable to change that. :/

MLGnom wrote: 3b6q29

Right now I'm at work so I'm unable to test if playfield will work when beatmap background is be deleted. (Probably will be only black screen, but I'm not sure about that.)
Like I said it gives black screen. So these screenshots were made before update. Now you can only edit ranking-.png to cover ranking screen.

YuZuKi Kenny wrote: 6t2c48

I have a question.
How to make an *.ini file of my skin?
My English is poor. ;(
You can just create a textfile with notepad for example and change the extension.

like you make new textfile called: Skin.txt and just rename ist to Skin.ini


I also have a question. Are the skins able which are shown in the ranking- section? i really want to know how they made the so far in the middle because on my skin and basically every other skin i saw, the position of the points doesnt change at all.

Edit: Nvm. I just saw your signature MLGnom. You sir are my hero :D
Then , what RGB codes if i want transparent colour ?

Zharaff wrote: 2r5r1i

Then , what RGB codes if i want transparent colour ?
For transparency you alter the alpha value. In an RGBA code it will be the fourth number. Quick example; 255,255,255,255 is solid white, 255,255,255,0 is totally invisible. Note that not all RGB parameters used by the game accept an alpha value.

Also It helps to specify what part your editing.
I believe the color changing started about 2-3 days ago.
It might just be my game though, and I could live with it. X3
Topic Starter

Ideolo wrote: 281gf

I believe the color changing started about 2-3 days ago.
Nah it was already for some time. Hell, I now that it was add together with new default skin.

OsuMe65 wrote: 4d3mn

that is... Pizzicato
he uses an overridden raking-, like what TouchFluffyTail said
Oh.. forgot it that he was.. =.=
I guess there is no more way to change the ranking background instead of overriding it.. 'orz

Deleting the background didn't work so I don't think there is really much use of "playfield.png" anymore..

TouchFluffyTail wrote: 3r633k

Zharaff wrote: 2r5r1i

Then , what RGB codes if i want transparent colour ?
For transparency you alter the alpha value. In an RGBA code it will be the fourth number. Quick example; 255,255,255,255 is solid white, 255,255,255,0 is totally invisible. Note that not all RGB parameters used by the game accept an alpha value.

Also It helps to specify what part your editing.
thanks sir , i very apreciate for your attention :)
How do I make it so that when my score bar gets low the screen doesn't start turning red?

[ Zan ] wrote: 4t6m5v

How do I make it so that when my score bar gets low the screen doesn't start turning red?
(out of topic) sounds like your shader effects turned on, try turning it off

well, just a safe-case question..
R-15 skin are allowed to be posted here ?

[ Zan ] wrote: 4t6m5v

How do I make it so that when my score bar gets low the screen doesn't start turning red?
This is actually controlled by the 'Shader effects' tic box in the graphics options, if you turn it off your screen won't have any effects applied like the health drain or kiai start flash.
Topic Starter

Rei Hakurei wrote: 4f2a6p

well, just a safe-case question..
R-15 skin are allowed to be posted here ?
Yes, as long as you correctly warn it as nsfw or something.

If I'm correct you can even post 18+ things but... let me find that thing in rules...
Ah there it is :

osu! rules wrote: 3i282c

As this forum is visited by minors, no 18+ subject matter is allowed. As such, you are not to embed content that is not safe for work. All mature subject matter must be linked from an off-site source, must be clearly identified as "NSFW" (Not Safe For Work), and must have some value in being posted. Do not link inappropriate content for the sake of linking inappropriate content.
As long as you keep it as off-site source (especially screenshots) and of course add warning it should be fine.

MLGnom wrote: 3b6q29

Rei Hakurei wrote: 4f2a6p

well, just a safe-case question..
R-15 skin are allowed to be posted here ?
Yes, as long as you correctly warn it as nsfw or something.

If I'm correct you can even post 18+ things but... let me find that thing in rules...
Ah there it is :

osu! rules wrote: 3i282c

As this forum is visited by minors, no 18+ subject matter is allowed. As such, you are not to embed content that is not safe for work. All mature subject matter must be linked from an off-site source, must be clearly identified as "NSFW" (Not Safe For Work), and must have some value in being posted. Do not link inappropriate content for the sake of linking inappropriate content.
As long as you keep it as off-site source (especially screenshots) and of course add warning it should be fine.
i'll need to check up on it. hopefully it's nothing overly bad though ._.
Topic Starter
Thanks, I'm not sure myself about this matter. No one ever posted 18+ skin so it never was a case (only ecchi skins but these didn't contain nudity).
There's another skinning element called masking-border.png. These are used to cover the sides for 4:3 resolution storyboards. On the left it's original, but on the right the element is flipped horizontally.



So my plan is: if we have two different sprite names masking-border-left.png and masking-border-right.png, it uses two different border images separately without flipping any of these sprites. Agree?
Topic Starter
Isn't that a beatmap only option? And it's a storyboard option not skinning? D:

Garygoh884 wrote: 1f51y

There's another skinning element called masking-border.png. These are used to cover the sides for 4:3 resolution storyboards. On the left it's original, but on the right the element is flipped horizontally.



So my plan is: if we have two different sprite names masking-border-left.png and masking-border-right.png, it uses two different border images separately without flipping any of these sprites. Agree?
It's size is : 193x768 pixels
and yet, a useless skinnable
only a big plus if used correctly
Some contents were removed.

MLGnom, you haven't included selection-mod-random.png which is only for mania.

Nathanael wrote: 354k3u

Oh and by the way. MLGnom, you haven't included selection-mod-random.png which is only for mania.
Dimensions:
selection-mod-random.png = same as true with other mods

^ this one
Topic Starter

Nathanael wrote: 354k3u

At osu!test, there is a skinnable element named ranking-background-overlay.png
Don't test elements in osu!test. They are working a little differently and as you said it doesn't work in public. You only misleading other. :<
I've just encounted it. Anyway I apologize for that. *clears my post*
Someone can explain why circle at normal and slider has a kinda different opacity?



Or was it me?

Loli Cjj wrote: 5f1ts

Someone can explain why circle at normal and slider has a kinda different opacity?



Or was it me?
I don't think they do, it's just slider style 3 combined with that slider color shows more through your circle than the background of the non slider circle.

Loli Cjj wrote: 5f1ts

Someone can explain why circle at normal and slider has a kinda different opacity?



Or was it me?
Your are probably on the beat of the circle in editor and the slider starts at a later time. Notes will gradually fade out when they get further away from the point you are in the song for editor.
Don't know the name of this 'point in song' cause I can't map ;(
Hopefully you understood my bad explanation.
some important advice for HD Skinners:

1. Double the Resolution of standard elements
2. Create That Element Using Bigger Images
3. Save that Element to (Filename)@2x.png
4. After you save that element, divide the HD resolution eg. 1332/2=666
5. Save it as (Filename).png
6. You have SD & HD Element Skinned
Hi guuuys,

i made a skin and now ranking-graph looks terrible.

check it here - how to fix it? i want to get rid ofthis box complete

If you want to remove it completely, replace the 'ranking-graph.png' with an empty/full transparent image.
or
If they box is part of the 'ranking-.png', use some sort of software that s transparency (Gimp, Photoshop etc.) and just erase it.

Jackyyy wrote: 5t5s1o

If you want to remove it completely, replace the 'ranking-graph.png' with an empty/full transparent image.
or
If they box is part of the 'ranking-.png', use some sort of software that s transparency (Gimp, Photoshop etc.) and just erase it.

Thank you worked well :)
show more
Please sign in to reply.

New reply 1b384i