Thanks *.*
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
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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 replayOsuMe65 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....
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![]()
"playfield.png" doesn't work and I think that function wasn't yet removed.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.
ranking-.pngNathanael wrote: 354k3u
What was the filename for the ranking screen background? I forgot it.. =.=
that is... PizzicatoNathanael 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 ]
take note, old skin behavior covers up the entire screen. it's contrary is the new skin behaviorTouchFluffyTail wrote: 3r633k
You can always just override that by making a 1366x768 (2732x1536@2x) ranking-.png and covering the entire screenspace.
playfield.png still has use. it usually appears on maps without BGs, if you can still it...Nathanael wrote: 354k3u
"playfield.png" doesn't work and I think that function wasn't yet removed.
Ah, so it's now forced (or it was for a longer time?).Ideolo wrote: 281gf
The arrow is still blue even after changing skin behaviours.MLGnom wrote: 3b6q29
You can always use "old skin behaviour"...
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.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.)
You can just create a textfile with notepad for example and change the extension.YuZuKi Kenny wrote: 6t2c48
I have a question.
How to make an *.ini file of my skin?
My English is poor. ;(
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.Zharaff wrote: 2r5r1i
Then , what RGB codes if i want transparent colour ?
Oh.. forgot it that he was.. =.=OsuMe65 wrote: 4d3mn
that is... Pizzicato
he uses an overridden raking-, like what TouchFluffyTail said
thanks sir , i very apreciate for your attentionTouchFluffyTail wrote: 3r633k
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.Zharaff wrote: 2r5r1i
Then , what RGB codes if i want transparent colour ?
Also It helps to specify what part your editing.
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.[ Zan ] wrote: 4t6m5v
How do I make it so that when my score bar gets low the screen doesn't start turning red?
Yes, as long as you correctly warn it as nsfw or something.Rei Hakurei wrote: 4f2a6p
well, just a safe-case question..
R-15 skin are allowed to be posted here ?
As long as you keep it as off-site source (especially screenshots) and of course add warning it should be fine.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.
i'll need to check up on it. hopefully it's nothing overly bad though ._.MLGnom wrote: 3b6q29
Yes, as long as you correctly warn it as nsfw or something.Rei Hakurei wrote: 4f2a6p
well, just a safe-case question..
R-15 skin are allowed to be posted here ?
If I'm correct you can even post 18+ things but... let me find that thing in rules...
Ah there it is :
As long as you keep it as off-site source (especially screenshots) and of course add warning it should be fine.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.
It's size is : 193x768 pixelsGarygoh884 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?
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.Loli Cjj wrote: 5f1ts
Someone can explain why circle at normal and slider has a kinda different opacity?
Or was it me?
vahn10 wrote: 6c2y5u
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
It would be good to include that at the first post so other skinners can save time on making their skins..OsuMe65 wrote: 4d3mn
vahn10 wrote: 6c2y5u
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
peppy (or someone else) gave that advice before you did.
fyi the slider is on play so I believe it should be on 100%Jackyyy wrote: 5t5s1o
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.Loli Cjj wrote: 5f1ts
Someone can explain why circle at normal and slider has a kinda different opacity?
Or was it me?
Don't know the name of this 'point in song' cause I can't map ;(
Hopefully you understood my bad explanation.
different hitcircle overlay appears in a different combo stringHakito wrote: 334q3u
Did you guys figure this out by now?
I am too tired to go through all the comments just to see if you did.
Is your hitcircleoverlay partially transparent?Loli Cjj wrote: 5f1ts
Someone can explain why circle at normal and slider has a kinda different opacity?
Or was it me?
hitcircleoverlay.png applies only to sliders.MLGnom wrote: 3b6q29
So... you are trying to put animated one and normal one together?
Because I can't tell anything else just from screenshot without explanation. :/
I don't even...MLGnom wrote: 3b6q29
Okay, tested it and have some kind of conclusion.
Hitcircleoverlay were supposed to be animated.
Now is kinda funny to use. If you use hitcircleoverlay-0.png together with normal hitcircleoverlay.png then hitcircle will use only animated version. However Slider is using both, but beginning is additionally covered by "animation".
This way you can kinda create hitcircle that have different beginning and ending of slider. ;D![]()
[Colours]
Combo1 : 255,255,255
Combo2 : 255,255,255
Combo3 : 255,255,255
Combo4 : 255,255,255
Combo5 : 255,255,255