What is about the images with the suffix of "@2x"? What is their significance of exisitence? How should they be made?
They are HD images meant for resolutions higher than some resolution I am unsure of. They are 2x the resolution of non-@2x files which allows for them to look better in higher resolution game windows.bayun lan wrote: 3g43e
What is about the images with the suffix of "@2x"? What is their significance of exisitence? How should they be made?
I will just quote thing that I wrote 5 month ago.Stort wrote: 256u4l
Hi, I was wondering if it was possible to control the speed of the scorebar-colour animation. I've tried to add extra frames to make the animation slower or delete frames to make it faster, but these frame changes only come into effect when previewing the skin. When I'm in game the animation speed is always the same no matter how many frames there are.
MLGnom wrote: 3b6q29
That depends which one part you are actually animating.
With adding to skin.ini "AnimationFramerate: <Number of frames per second>" - This option will affect every animation that you have in your skin (except hitbursts and sliderball).
But now how to control speed with it and how to make different speed on different parts?
This is a tricky part. As stated AnimationFramrate is affecting amount of frames used per second.
Example: We have animated lifebar that contains 8 frames and animated skip button that contains 20 frames. We are setting AnimationFramerate to 4.
Full loop of lifebar animation will take 2 seconds , 5 second for skip button.
In other words The more frames you have and lower Animation Framerate is, then slower animation will be.
But now case where we want fast animation for skip and very slow for lifebar. Let's say we are using the same amount of frames as previosly stated (8 and 20)
You are setting AnimationFramerate to 10. Now you have pretty fast skip button but way too fast lifebar (less than 1 second to do loop) but you want it to be slow. So the only way is to increase amount of frames. You will need to duplicate frames few times.
Example :
scorebarcolour-0, scorebarcolour-1, scorebarcolour-2 and scorebarcolour-3 are using picture number 1. scorebarcolour-4, scorebarcolour-5, scorebarcolour-6, scorebarcolour-7 are using picture number 2 etc.
After that you will have "8 frames" as 40. So now with AnimationFramerate it will take 4 second instead less than 1.
It's not taking that much time as it's looks to duplicate frames. Generally only renaming them is a little annoying but still is possible to do this in few minutes.
(menu-back is not affected by normal duplication of frames. You need to add AnimationFramerate to control it's speed).
Yes It is...[ Zan ] wrote: 4t6m5v
I don't know if this is just me but after today's update all of the hitcircle combo colours that are a part of a slider have turned black (not that I'm complaining cuz it looks pretty cool but I'm wondering if this is a glitch?)
Example:![]()
Thanks, didn't see that post.satriobp wrote: 53212
Yes It is...[ Zan ] wrote: 4t6m5v
I don't know if this is just me but after today's update all of the hitcircle combo colours that are a part of a slider have turned black (not that I'm complaining cuz it looks pretty cool but I'm wondering if this is a glitch?)
Example:![]()
t/192473
While using GIMPArcanine wrote: 4s2z2w
how to get rid of fuzziness for hit circle borders
everytime i make a white one it ends up looking pixelly or w/e
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.Hatsune Chiyo wrote: 2m1n64
Just ed the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p[/box]
does it means taiko-bar-right isn't widescreen-compatible?
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).Hatsune Chiyo wrote: 2m1n64
Just ed the reason why I made my taiko-bar-right wider than the template:
because of my stretching issue :p
does it means taiko-bar-right isn't widescreen-compatible?
[peppy] Fix spinner background opacity being completely wrong.But next
[peppy] Restore spinner background dim. Fix using SpinnerBackground = 255,255,255 in skin.ini.He needed to restore it. Many people are used to that dim and I understand that. But we have alternative way to fix dimming.
Actually, there IS a solution, by 'squeezing' your taiko-bar-right, but, yeah, I feel yaUruoki wrote: 33354t
Just to let you know, I messed with that element for a hour. It is a pain in the ass to get perfect. I gave up.
It DOES stretch from the right edge of taiko-bar-left, but probably only for non-standard res (4:3), as I told you earlier (or not?)..OsuMe65 wrote: 4d3mn
I have doubts that taiko-bar-right stretches from left to right (assuming that taiko-bar-right has a text).
MLGnom wrote: 3b6q29
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.![]()
o lord im blind. thx :3MLGnom wrote: 3b6q29
Ctrl + F on first post of this thread :
MLGnom wrote: 3b6q29
HitcircleselectHitcircleselect is a sprite for "selected object" in beatmap editor.
It's a blue glow on the picture.![]()
Put a transparent taiko-slider instead of not skinning it (this will make your skin uses default taiko-slider)Tokiiko wrote: 5j162c
hello, i was wondering how you would go about making the taiko-slider transparent?
1. No, you can't. taikohitcircleoverlay# is for animated overlay (?) You can only have different images for normal and big notes..Cataku wrote: 1o2o1s
Is it possible to have the two taiko circles (red and blue) have different images? I tried taikocircleoverlay0 and 1 but it wouldn't work D:
Also, I got a custom taiko pippidon.. which disappears after the idle time. Vanishes and doesn't come back again.. Any idea why that happens?
The rules of the character (thx to peppy) :
clear animation
animates with sequence: 0 1 2 3 4 5 6 5 6 5 4 3 2 1 0
pippidonclear0
pippidonclear1
pippidonclear2
pippidonclear3
pippidonclear4
pippidonclear5
pippidonclear6
idle
pippidonidle0.png
pippidonidle1.png
etc.
kiai idle
pippidonkiai0.png
pippidonkiai1.png
etc.
fail
pippidonfail0
pippidonfail1
pippidonfail2
pippidonfail3
pippidonfail4
Hatsune Chiyo wrote: 2m1n64
1. No, you can't. taikohitcircleoverlay# is for animated overlay (?) You can only have different images for normal and big notes..Cataku wrote: 1o2o1s
Is it possible to have the two taiko circles (red and blue) have different images? I tried taikocircleoverlay0 and 1 but it wouldn't work D:
Also, I got a custom taiko pippidon.. which disappears after the idle time. Vanishes and doesn't come back again.. Any idea why that happens?
2. Probably you're missing some images that is required:
Quoting from this thread:
The rules of the character (thx to peppy) :
clear animation
animates with sequence: 0 1 2 3 4 5 6 5 6 5 4 3 2 1 0
pippidonclear0
pippidonclear1
pippidonclear2
pippidonclear3
pippidonclear4
pippidonclear5
pippidonclear6
idle
pippidonidle0.png
pippidonidle1.png
etc.
kiai idle
pippidonkiai0.png
pippidonkiai1.png
etc.
fail
pippidonfail0
pippidonfail1
pippidonfail2
pippidonfail3
pippidonfail4
thanks! also one last question, is it possible to remove the applause sound at the end of each ranking?Hatsune Chiyo wrote: 2m1n64
Put a transparent taiko-slider instead of not skinning it (this will make your skin uses default taiko-slider)Tokiiko wrote: 5j162c
hello, i was wondering how you would go about making the taiko-slider transparent?
Here, use mine, if you're too lazy :p
SPOILER
yes, it's there, right click and save![]()
replace applause.mp3 or applause.wav with a blank/mute sound fileTokiiko wrote: 5j162c
thanks! also one last question, is it possible to remove the applause sound at the end of each ranking?
IIRC new skin doesn't use the playfield anymoreelzapatoverde wrote: 3z2971
Hi, I've forced the new behavior in my skin. Anyone knows why my playfield wont show up even when it has a dimension of 1920x1080?
1. Yes, new skin, even the old style, doesn't use playfield anymore EXCEPT:tuddster wrote: 3591b
IIRC new skin doesn't use the playfield anymore
That new-ish update is really annoying for me - my old-style spinner now looks like turd because the meter is way off. Bummer. I'll fix iteventually.
A skin is not a file. The file is a archive and you you need to extract it first. After that put the spinner image into the extracted folder and place that folder into the skin folder in the osu! directory.NoRae wrote: 2b6r3g
i'm trying to put http://puu.sh/7x0Ch.png INTO http://puu.sh/73LIa/acdcea8e41.zip <- That is thelewas latest skin which is ed on his youtube page ANYHOW i cannot seem to put the spinner-circle into to the skin file someone please help! :/
A skin is not a file. The file is a archive and you you need to extract it first. After that put the spinner image into the extracted folder and place that folder into the skin folder in the osu! directory.Thats wat i meant! haha xD its all extracted and all. I'm currently using the skin right now but i want to modify is a little
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.Nathanael wrote: 354k3u
There are three different sets of hitsounds: Normal, Soft, Drum
You can't alternate any of the sets because it follows the mapper's settings from the timing points.
Why don't you just use a single set by using the same file (or sound effect) on the other sets?
Mostly if a set of hitsounds or a single hitsound isn't included it means that the mappper finds the default sounds fitting for his/her map. Same rule applies to skins.DeViezeMan wrote: 4l2mw
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.Nathanael wrote: 354k3u
There are three different sets of hitsounds: Normal, Soft, Drum
You can't alternate any of the sets because it follows the mapper's settings from the timing points.
Why don't you just use a single set by using the same file (or sound effect) on the other sets?
Do you (or anyone else) happen to know the drum set filenames so I can add custom drum hitsounds?
I'm asking because i think the absence of a costumized drumset is responsible for the standard (drum) hitsounds in this map.
Can anyone confirm i'm on the right track?
Thanks in advance.
Thanks for the list!ReddScorn wrote: 5hd5f
Mostly if a set of hitsounds or a single hitsound isn't included it means that the mappper finds the default sounds fitting for his/her map. Same rule applies to skins.DeViezeMan wrote: 4l2mw
I found the normal and soft sound sets quite easily, but i couldn't find the drum hitsound set.
Do you (or anyone else) happen to know the drum set filenames so I can add custom drum hitsounds?
I'm asking because i think the absence of a costumized drumset is responsible for the standard (drum) hitsounds in this map.
Can anyone confirm i'm on the right track?
Thanks in advance.
Here's a list of the drum hitsounds:
- drum-hitclap
- drum-hitfinish
- drum-hitnormal
- drum-hitwhistle
- drum-sliderslide
- drum-slidertick
Do you mean the combo colors? if so: In your skin.ini file, under the "colours" section put thisNara24 wrote: 643a1x
Could someone tell me how to make all the beats red?
I think you need to uncheck "prefer new default skin behaviour (animations, etc.)" in the options menu.Nara24 wrote: 643a1x
:o also, I think I have a file missing but I don't have any idea what it is x.x or maybe the spinner looks always like the original osu skin (I mean, inside it, where the approach circle appears).
That was all, tho xD and sorry if I said something wrong, this feels weird for me D:
this is possible in 2 ways:Nara24 wrote: 643a1x
Could someone tell me how to make all the beats red?
elzapatoverde wrote: 3z2971
Do you mean the combo colors? if so: In your skin.ini file, under the "colours" section put this
Combo1: 255,0,0
Combo2: 255,0,0
Combo3: 255,0,0
Combo4: 255,0,0
Combo5: 255,0,0
(where 255,0,0 is pure red)
for the scorebar-colour you have to remove 16 pixel lines at the top to have it aligned. The upper left corner of the scorebar-colour is on the position 5,16.poddo wrote: 106q4w
Please help me with this i've been struggling since 1 PM, it's already 8 pm now.
The life bar(green one) doesn't go on the background like it's supposed to as seen here:
and the scorebar-ki.png is wayyy too high. how do i fix this!?
OOOOooooh. i thought the pixel spacing had to be symmetrical with the background lifebar...ReddScorn wrote: 5hd5f
for the scorebar-colour you have to remove 16 pixel lines at the top to have it aligned. The upper left corner of the scorebar-colour is on the position 5,16.
The same goes for the scorebar-ki images, but add pixel lines at the top of them.
I still can't do it :C It looks like crap when I recolor and gains un intentional pixels- Gurc - wrote: 2v6740
Heya, I've tried to skin a cursor for a skin for a long time, although I had no success, Thought I'd post it here for help![]()
The cursor I'm heading for iswith cursor trail of
But with these colors :
Cursor - R = 51, G = 255, B = 153
and the cursor trail something a bit lighter such as : R = 102, G = 255, B = 178
Thanks by advance if you can help :>3
Oh, you mean recolor, huh?- Gurc - wrote: 2v6740
I still can't do it :C It looks like crap when I recolor and gains un intentional pixels![]()
I bassically tried to recolor it to Cursor - R = 51, G = 255, B = 153 and Cursor Trail - R = 102, G = 255, B = 178 but
couldn't for some reason, nor could I recolor from the original white :/
If someone could help me with recoloring It'll be much appreciated![]()
Hatsune Chiyo wrote: 2m1n64
Oh, you mean recolor, huh?- Gurc - wrote: 2v6740
I still can't do it :C It looks like crap when I recolor and gains un intentional pixels![]()
I bassically tried to recolor it to Cursor - R = 51, G = 255, B = 153 and Cursor Trail - R = 102, G = 255, B = 178 but
couldn't for some reason, nor could I recolor from the original white :/
If someone could help me with recoloring It'll be much appreciated![]()
Try hue shift, if you're using Photoshop, access them with ctrl-alt-U, or Image > Adjustment > Hue/Saturation
If you want them colorless, drag the saturation slider to the leftmost side..![]()