Add Robot and ITG Vivid noteskins
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
@@ -0,0 +1,68 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.25;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0,75;
|
||||
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=cmd(diffusealpha,0.2);
|
||||
LiftCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
--[[
|
||||
Effecttiming Info
|
||||
|
||||
Effecttiming is one of the most anoying commands I have ever used
|
||||
Because there was no one able to tell me how it works
|
||||
But I found out how
|
||||
|
||||
The basic command is effecttiming,0,0,0,0
|
||||
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
|
||||
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
|
||||
The second 0 is the ammount of time effectcolor1 stays
|
||||
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
|
||||
The last 0 is the ammount of tume effectcolor2 stays
|
||||
Every 0 can change value to as high as possible
|
||||
|
||||
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
|
||||
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
|
||||
]]
|
||||
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 3.0 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 8.7 KiB |
|
After Width: | Height: | Size: 9.5 KiB |
@@ -0,0 +1,8 @@
|
||||
local t = Def.Model {
|
||||
Meshes="_mine model.txt";
|
||||
Materials="_mine model.txt";
|
||||
Bones="_mine model.txt";
|
||||
};
|
||||
|
||||
return t;
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
local t = Def.Model {
|
||||
Meshes=NOTESKIN:GetPath('_down','tap note model');
|
||||
Materials=NOTESKIN:GetPath('_down','tap note model');
|
||||
Bones=NOTESKIN:GetPath('_down','tap note model');
|
||||
};
|
||||
|
||||
return t;
|
||||
@@ -0,0 +1,122 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
|
||||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
|
||||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
|
||||
local t = Def.ActorFrame {
|
||||
--Hold Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
|
||||
};
|
||||
--Roll Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
|
||||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
|
||||
InitCommand=cmd(playcommand,"RollOff";finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
--We use this for Seperate Explosions for every Judgement
|
||||
Def.ActorFrame {
|
||||
--W1 aka Marvelous Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W1 aka Marvelous Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W2 aka Perfect Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W2 aka Perfect Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W3 aka Great Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W3 aka Great Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W4 aka Good Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W4 aka Good Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W5 aka Boo Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W5 aka Boo Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
--Mine Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
|
||||
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
|
||||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
|
||||
};
|
||||
}
|
||||
return t;
|
||||
@@ -0,0 +1,116 @@
|
||||
--I am the bone of my noteskin
|
||||
--Arrows are my body, and explosions are my blood
|
||||
--I have created over a thousand noteskins
|
||||
--Unknown to death
|
||||
--Nor known to life
|
||||
--Have withstood pain to create many noteskins
|
||||
--Yet these hands will never hold anything
|
||||
--So as I pray, Unlimited Stepman Works
|
||||
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--Defining on which direction the other directions should be bassed on
|
||||
--This will let us use less files which is quite handy to keep the noteskin directory nice
|
||||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
-- <
|
||||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
|
||||
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
|
||||
--Also check out commen it has a load of lua codes in files there
|
||||
--Just play a bit with lua its not that hard if you understand coding
|
||||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
-- Instead of separate hold heads, use the tap note graphics.
|
||||
if sElement == "Hold Head Inactive" or
|
||||
sElement == "Hold Head Active" or
|
||||
sElement == "Roll Head Inactive" or
|
||||
sElement == "Roll Head Active" or
|
||||
sElement == "Tap Fake"
|
||||
then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
-- Parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright W1"] = true,
|
||||
["Tap Explosion Dim W1"] = true,
|
||||
["Tap Explosion Bright W2"] = true,
|
||||
["Tap Explosion Dim W2"] = true,
|
||||
["Tap Explosion Bright W3"] = true,
|
||||
["Tap Explosion Dim W3"] = true,
|
||||
["Tap Explosion Bright W4"] = true,
|
||||
["Tap Explosion Dim W4"] = true,
|
||||
["Tap Explosion Bright W5"] = true,
|
||||
["Tap Explosion Dim W5"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
-- Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Topcap Active"] = true,
|
||||
["Hold Topcap Inactive"] = true,
|
||||
["Roll Topcap Active"] = true,
|
||||
["Roll Topcap Inactive"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 74 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
@@ -0,0 +1,494 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"cells" 0 1
|
||||
101
|
||||
1 0.000000 -31.071068 0.000163 0.006081 0.055883 -1
|
||||
1 32.071068 1.000000 0.000163 0.009453 0.042723 -1
|
||||
1 0.000000 -28.242641 3.011776 0.006081 0.054724 -1
|
||||
1 29.242641 1.000000 3.011776 0.009155 0.042723 -1
|
||||
1 19.000000 14.071068 0.000163 0.008078 0.037359 -1
|
||||
1 19.000000 11.242641 3.011776 0.008078 0.038520 -1
|
||||
1 11.000000 6.071067 0.000163 0.007323 0.040642 -1
|
||||
1 9.000000 1.242640 3.011776 0.007113 0.042548 -1
|
||||
1 11.000000 30.000000 0.000163 0.007323 0.030823 -1
|
||||
1 9.000000 28.000000 3.011776 0.007113 0.031643 -1
|
||||
1 -11.000000 30.000000 0.000163 0.004838 0.030823 -1
|
||||
1 -9.000000 28.000000 3.011776 0.005048 0.031643 -1
|
||||
1 -11.000000 6.071067 0.000163 0.004838 0.040642 -1
|
||||
1 -9.000000 1.242640 3.011776 0.005048 0.042548 -1
|
||||
1 -19.000000 14.071068 0.000163 0.004083 0.037359 -1
|
||||
1 -19.000000 11.242641 3.011776 0.004083 0.038520 -1
|
||||
1 -32.071068 1.000000 0.000163 0.002708 0.042723 -1
|
||||
1 -29.242641 1.000000 3.011776 0.003006 0.042723 -1
|
||||
1 0.000000 -28.242641 3.011776 0.125228 0.931724 -1
|
||||
1 29.242641 1.000000 3.011776 0.239900 0.484203 -1
|
||||
1 0.000000 -24.000000 7.500001 0.125228 0.866795 -1
|
||||
1 25.000000 1.000000 7.500001 0.223263 0.484203 -1
|
||||
1 19.000000 11.242641 3.011776 0.199735 0.327454 -1
|
||||
1 19.000000 7.000000 7.500001 0.199735 0.392381 -1
|
||||
1 9.000000 1.242640 3.011776 0.163717 0.477693 -1
|
||||
1 6.000000 -6.000000 7.500001 0.148757 0.591329 -1
|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
32
|
||||
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|
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|
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|
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|
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0 8 9 10 0 0 0 1
|
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0 8 10 11 0 0 0 1
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Materials: 2
|
||||
"19 - Default"
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.898039 0.898039 0.898039 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
12.799999
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||||
1.000000
|
||||
"textures/Tap Note ani texture.ini"
|
||||
""
|
||||
"shell"
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.898039 0.898039 0.898039 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
12.799999
|
||||
1.000000
|
||||
"textures/Tap Note parts (mipmaps).png"
|
||||
""
|
||||
|
||||
Bones: 0
|
||||
@@ -0,0 +1,4 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityX=+1
|
||||
Frame0000=_mine tex.png
|
||||
Delay0000=1
|
||||
@@ -0,0 +1,180 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 1
|
||||
"center" 0 0
|
||||
45
|
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|
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|
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|
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|
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|
||||
56
|
||||
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|
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|
||||
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|
||||
0 44 3 4 1 2 3 5
|
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|
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|
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0 44 6 7 1 5 6 5
|
||||
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|
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|
||||
0 9 21 20 11 23 22 1
|
||||
0 9 10 21 11 12 23 1
|
||||
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|
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0 10 11 22 12 13 24 1
|
||||
0 11 23 22 13 25 24 1
|
||||
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0 28 40 39 30 42 41 1
|
||||
0 28 29 40 30 31 42 1
|
||||
0 29 41 40 31 43 42 1
|
||||
0 29 30 41 31 32 43 1
|
||||
0 30 42 41 32 44 43 1
|
||||
0 30 31 42 32 33 44 1
|
||||
0 31 43 42 33 45 44 1
|
||||
0 31 20 43 33 22 45 1
|
||||
0 20 32 43 22 34 45 1
|
||||
|
||||
Materials: 1
|
||||
"red middle"
|
||||
1.000000 1.000000 1.000000 1.000000
|
||||
1.000000 1.000000 1.000000 1.000000
|
||||
0.898039 0.898039 0.898039 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
12.799999
|
||||
1.000000
|
||||
"_mine ani tex.ini"
|
||||
""
|
||||
|
||||
Bones: 1
|
||||
"joint1"
|
||||
""
|
||||
0 0 0 0 0 0 0
|
||||
2
|
||||
1.000000 0.000000 0.000000 0.000000
|
||||
120.000000 0.000000 0.000000 0.000000
|
||||
3
|
||||
1.000000 0.000000 0.000000 0.000000
|
||||
60.000000 0.000000 0.000000 3.1
|
||||
120.000000 0.000000 0.000000 6.2
|
||||
|
After Width: | Height: | Size: 8.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
@@ -0,0 +1,243 @@
|
||||
#USW Metric Version V2
|
||||
#Made for Version Stepmania 5 Preview 2
|
||||
|
||||
#I am the bone of my noteskin
|
||||
#Arrows are my body, and explosions are my blood
|
||||
#I have created over a thousand noteskins
|
||||
#Unknown to death
|
||||
#Nor known to life
|
||||
#Have withstood pain to create many noteskins
|
||||
#Yet these hands will never hold anything
|
||||
#So as I pray, Unlimited Stepman Works
|
||||
|
||||
[Global]
|
||||
#Noteskin this noteskin falls back on
|
||||
#We normaly make this fallback on common
|
||||
#Because its the global noteskin every default fallsback on to
|
||||
FallbackNoteSkin=common
|
||||
|
||||
[NoteDisplay]
|
||||
#Noteskin Animation Lengths
|
||||
AnimationIsBeatBased=1
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationLength=2
|
||||
TapMineAnimationLength=1
|
||||
TapLiftAnimationLength=2
|
||||
TapFakeAnimationLength=2
|
||||
##Hold Parts
|
||||
HoldHeadAnimationLength=2
|
||||
HoldTopCapAnimationLength=2
|
||||
HoldBottomCapAnimationLength=2
|
||||
HoldBodyAnimationLength=2
|
||||
HoldTailAnimationLength=2
|
||||
##Roll Parts
|
||||
RollHeadAnimationLength=2
|
||||
RollTopCapAnimationLength=2
|
||||
RollBottomCapAnimationLength=2
|
||||
RollBodyAnimationLength=2
|
||||
RollTailAnimationLength=2
|
||||
|
||||
|
||||
#Define if noteskin is Vivid or not
|
||||
#Value 1 = true, Value 0 = false
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationIsVivid=0
|
||||
TapMineAnimationIsVivid=0
|
||||
TapFakeAnimationIsVivid=0
|
||||
TapLiftAnimationIsVivid=0
|
||||
##Hold Parts
|
||||
HoldHeadAnimationIsVivid=0
|
||||
HoldTopCapAnimationIsVivid=0
|
||||
HoldBodyAnimationIsVivid=0
|
||||
HoldBottomCapAnimationIsVivid=0
|
||||
HoldTailAnimationIsVivid=0
|
||||
##Roll Parts
|
||||
RollHeadAnimationIsVivid=0
|
||||
RollTopCapAnimationIsVivid=0
|
||||
RollBodyAnimationIsVivid=0
|
||||
RollBottomCapAnimationIsVivid=0
|
||||
RollTailAnimationIsVivid=0
|
||||
|
||||
|
||||
#Texture Coord Offest Info
|
||||
|
||||
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
|
||||
#If you dont want to use it, just keep the value 0
|
||||
#Rhythm colored noteskins are noteskins that have different colors for every
|
||||
#4th, 8th, 12th, 16th and so on
|
||||
#To use this you need to use simple math because it isnt based on the size of
|
||||
#the image but its based on the total value of the size which is 1
|
||||
#So if you got 9 frames (including 192nd)
|
||||
#You need to run this simple math
|
||||
# 1 / 9 = 0.11111111111111111111111111 (and so on)
|
||||
#Because using the entire value is to long, lets make it smaler to 6 digits
|
||||
#You can make it longer if you want but lets keep it nice to 6 digits
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAdditionTextureCoordOffsetX=0
|
||||
TapNoteAdditionTextureCoordOffsetY=0
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0
|
||||
TapFakeNoteColorTextureCoordSpacingY=0
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0
|
||||
HoldTopCapAdditionTextureCoordOffsetX=0
|
||||
HoldTopCapAdditionTextureCoordOffsetY=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingX=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingY=0
|
||||
HoldBodyAdditionTextureCoordOffsetX=0
|
||||
HoldBodyAdditionTextureCoordOffsetY=0
|
||||
HoldBodyNoteColorTextureCoordSpacingX=0
|
||||
HoldBodyNoteColorTextureCoordSpacingY=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetX=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetY=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingX=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingY=0
|
||||
HoldTailAdditionTextureCoordOffsetX=0
|
||||
HoldTailAdditionTextureCoordOffsetY=0
|
||||
HoldTailNoteColorTextureCoordSpacingX=0
|
||||
HoldTailNoteColorTextureCoordSpacingY=0
|
||||
##Roll Parts
|
||||
RollHeadAdditionTextureCoordOffsetX=0
|
||||
RollHeadAdditionTextureCoordOffsetY=0
|
||||
RollHeadNoteColorTextureCoordSpacingX=0
|
||||
RollHeadNoteColorTextureCoordSpacingY=0
|
||||
RollTopCapAdditionTextureCoordOffsetX=0
|
||||
RollTopCapAdditionTextureCoordOffsetY=0
|
||||
RollTopCapNoteColorTextureCoordSpacingX=0
|
||||
RollTopCapNoteColorTextureCoordSpacingY=0
|
||||
RollBodyAdditionTextureCoordOffsetX=0
|
||||
RollBodyAdditionTextureCoordOffsetY=0
|
||||
RollBodyNoteColorTextureCoordSpacingX=0
|
||||
RollBodyNoteColorTextureCoordSpacingY=0
|
||||
RollBottomCapAdditionTextureCoordOffsetX=0
|
||||
RollBottomCapAdditionTextureCoordOffsetY=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingX=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingY=0
|
||||
RollTailAdditionTextureCoordOffsetX=0
|
||||
RollTailAdditionTextureCoordOffsetY=0
|
||||
RollTailNoteColorTextureCoordSpacingX=0
|
||||
RollTailNoteColorTextureCoordSpacingY=0
|
||||
|
||||
|
||||
#Other Stuff
|
||||
DrawHoldHeadForTapsOnSameRow=0
|
||||
DrawRollHeadForTapsOnSameRow=0
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=0.25
|
||||
UseLighting=0
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
HoldActiveIsAddLayer=0
|
||||
|
||||
|
||||
#Edit this incase you want to make noteskin for reverse or both
|
||||
FlipHoldBodyWhenReverse=1
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
TopHoldAnchorWhenReverse=1
|
||||
|
||||
|
||||
#Diffuse Info v2
|
||||
|
||||
#Diffuse uses a color code to define the diffuse
|
||||
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
|
||||
#The way it works is pretty easy
|
||||
#It is based on the Red,Blue,Green,Alpha value that you get with color
|
||||
#But instead of 255,255,255,255 it uses 1,1,1,1
|
||||
#So if you want to use a RBG value from an image like for example Taupe
|
||||
#Which has a value of 72,60,50 , What we just do is / 254 on every value
|
||||
#And we also add a Alpha (for transparent) value between 0.1 and 1
|
||||
#So We get 0.283464,0.236220,0.196850,0.6
|
||||
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
|
||||
#diffuse,1,1,1,1 is the basic code
|
||||
#Change them to which value you want
|
||||
#add ; at the end of your command incase you add more commands
|
||||
|
||||
[GhostArrowDim]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
AvoidMineCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
@@ -0,0 +1,5 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityY=-1
|
||||
TexOffsetX=0
|
||||
Frame0000=Tap Note parts (mipmaps).png
|
||||
Delay0000=1.0
|
||||
|
After Width: | Height: | Size: 14 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
@@ -0,0 +1,76 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
InitCommand=function(self)
|
||||
self:effectclock("beat"):diffuseramp():effectcolor1(0.1,0.1,0.1,1):effectcolor2(1,1,1,1):effectperiod(0.5):effecttiming(0.25,0.50,0,0.25):effectoffset(-0.25)
|
||||
end;
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.25;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0,75;
|
||||
InitCommand=function(self)
|
||||
self:blend('BlendMode_Add'):diffusealpha(0)
|
||||
end;
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=function(self)
|
||||
self:diffusealpha(0.2)
|
||||
end;
|
||||
LiftCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
--[[
|
||||
Effecttiming Info
|
||||
|
||||
Effecttiming is one of the most anoying commands I have ever used
|
||||
Because there was no one able to tell me how it works
|
||||
But I found out how
|
||||
|
||||
The basic command is effecttiming,0,0,0,0
|
||||
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
|
||||
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
|
||||
The second 0 is the ammount of time effectcolor1 stays
|
||||
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
|
||||
The last 0 is the ammount of tume effectcolor2 stays
|
||||
Every 0 can change value to as high as possible
|
||||
|
||||
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
|
||||
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
|
||||
]]
|
||||
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 3.0 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 8.7 KiB |
|
After Width: | Height: | Size: 9.5 KiB |
@@ -0,0 +1,8 @@
|
||||
local t = Def.Model {
|
||||
Meshes="_mine model.txt";
|
||||
Materials="_mine model.txt";
|
||||
Bones="_mine model.txt";
|
||||
};
|
||||
|
||||
return t;
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
local t = Def.Model {
|
||||
Meshes=NOTESKIN:GetPath('_down','tap note model');
|
||||
Materials=NOTESKIN:GetPath('_down','tap note model');
|
||||
Bones=NOTESKIN:GetPath('_down','tap note model');
|
||||
};
|
||||
|
||||
return t;
|
||||
@@ -0,0 +1,212 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
|
||||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
|
||||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
|
||||
local t = Def.ActorFrame {
|
||||
--Hold Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=function(self)
|
||||
self:playcommand("HoldingOff"):finishtweening()
|
||||
end;
|
||||
};
|
||||
--Roll Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
|
||||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
|
||||
InitCommand=function(self)
|
||||
self:playcommand("RollOff"):finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
--We use this for Seperate Explosions for every Judgement
|
||||
Def.ActorFrame {
|
||||
--W1 aka Marvelous Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
};
|
||||
--W1 aka Marvelous Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W2 aka Perfect Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
};
|
||||
--W2 aka Perfect Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W3 aka Great Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
};
|
||||
--W3 aka Great Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W4 aka Good Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
};
|
||||
--W4 aka Good Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W5 aka Boo Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
};
|
||||
--W5 aka Boo Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:diffusealpha(0)
|
||||
end;
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=function(self)
|
||||
self:finishtweening()
|
||||
end;
|
||||
BrightCommand=function(self)
|
||||
self:visible(true)
|
||||
end;
|
||||
DimCommand=function(self)
|
||||
self:visible(false)
|
||||
end;
|
||||
};
|
||||
};
|
||||
--Mine Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
|
||||
InitCommand=function(self)
|
||||
self:blend("BlendMode_Add"):diffusealpha(0)
|
||||
end;
|
||||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
|
||||
};
|
||||
}
|
||||
return t;
|
||||
@@ -0,0 +1,116 @@
|
||||
--I am the bone of my noteskin
|
||||
--Arrows are my body, and explosions are my blood
|
||||
--I have created over a thousand noteskins
|
||||
--Unknown to death
|
||||
--Nor known to life
|
||||
--Have withstood pain to create many noteskins
|
||||
--Yet these hands will never hold anything
|
||||
--So as I pray, Unlimited Stepman Works
|
||||
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--Defining on which direction the other directions should be bassed on
|
||||
--This will let us use less files which is quite handy to keep the noteskin directory nice
|
||||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
-- <
|
||||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
|
||||
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
|
||||
--Also check out commen it has a load of lua codes in files there
|
||||
--Just play a bit with lua its not that hard if you understand coding
|
||||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
-- Instead of separate hold heads, use the tap note graphics.
|
||||
if sElement == "Hold Head Inactive" or
|
||||
sElement == "Hold Head Active" or
|
||||
sElement == "Roll Head Inactive" or
|
||||
sElement == "Roll Head Active" or
|
||||
sElement == "Tap Fake"
|
||||
then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
-- Parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright W1"] = true,
|
||||
["Tap Explosion Dim W1"] = true,
|
||||
["Tap Explosion Bright W2"] = true,
|
||||
["Tap Explosion Dim W2"] = true,
|
||||
["Tap Explosion Bright W3"] = true,
|
||||
["Tap Explosion Dim W3"] = true,
|
||||
["Tap Explosion Bright W4"] = true,
|
||||
["Tap Explosion Dim W4"] = true,
|
||||
["Tap Explosion Bright W5"] = true,
|
||||
["Tap Explosion Dim W5"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
-- Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Topcap Active"] = true,
|
||||
["Hold Topcap Inactive"] = true,
|
||||
["Roll Topcap Active"] = true,
|
||||
["Roll Topcap Inactive"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
After Width: | Height: | Size: 6.7 KiB |
|
After Width: | Height: | Size: 74 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
@@ -0,0 +1,140 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"arrow" 0 0
|
||||
12
|
||||
0 0.000000 -24.000000 7.4500000 0.614072 0.227199 -1
|
||||
0 25.000000 1.000000 7.4500000 0.6140728 0.08909225 -1
|
||||
0 19.000000 7.000000 7.4500000 0.5975 0.08909225 -1
|
||||
0 6.000000 -6.000000 7.4500000 0.5975 0.16090775 -1
|
||||
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|
||||
0 0.000000 25.000000 7.4500000 0.5464 0.09185425 -1
|
||||
0 -25.000000 1.000000 7.4500000 0.6140728 0.08909225 -1
|
||||
0 0.000000 -24.000000 7.4500000 0.614072 0.227199 -1
|
||||
0 0.000000 25.000000 7.4500000 0.5464 0.09185425 -1
|
||||
0 -6.000000 25.000000 7.4500000 0.554684 0.0752815 -1
|
||||
0 -6.000000 -6.000000 7.4500000 0.5975 0.16090775 -1
|
||||
0 -19.000000 7.000000 7.4500000 0.5975 0.08909225 -1
|
||||
2
|
||||
0.000000 0.000000 0.000000
|
||||
0.000000 0.000000 1.000000
|
||||
8
|
||||
0 4 5 0 1 1 1 11
|
||||
0 3 4 0 1 1 1 11
|
||||
0 3 0 1 1 1 1 11
|
||||
0 2 3 1 1 1 1 11
|
||||
0 10 11 6 1 1 1 11
|
||||
0 10 6 7 1 1 1 11
|
||||
0 10 7 8 1 1 1 11
|
||||
0 9 10 8 1 1 1 11
|
||||
"arrow" 0 0
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
21
|
||||
0.000000 0.000000 0.000000
|
||||
0.000000 0.000000 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
-0.278639 -0.835917 0.472866
|
||||
0.835917 -0.278639 0.472866
|
||||
0.278639 -0.835917 0.472866
|
||||
0.835917 0.278639 0.472866
|
||||
0.278639 0.835917 0.472866
|
||||
-0.278639 0.835917 0.472866
|
||||
-0.217960 0.744161 0.631441
|
||||
0.680322 0.372080 0.631441
|
||||
0.788110 0.394055 0.472866
|
||||
0.394055 0.788110 0.472866
|
||||
-0.394055 0.788110 0.472866
|
||||
-0.788110 0.394055 0.472866
|
||||
-0.680322 0.372080 0.631441
|
||||
0.217960 0.744161 0.631441
|
||||
0.278639 0.835917 0.472866
|
||||
-0.278639 0.835917 0.472866
|
||||
-0.835917 0.278639 0.472866
|
||||
-0.835917 -0.278639 0.472866
|
||||
43
|
||||
0 0 1 2 2 2 2 1
|
||||
0 1 3 2 2 2 2 1
|
||||
0 1 4 3 2 2 2 1
|
||||
0 4 5 3 2 2 2 1
|
||||
0 4 6 5 2 2 2 1
|
||||
0 6 7 5 2 2 2 1
|
||||
0 6 8 7 2 2 2 1
|
||||
0 8 9 7 2 2 2 1
|
||||
0 8 10 9 2 2 2 1
|
||||
0 10 11 9 2 2 2 1
|
||||
0 10 12 11 2 2 2 1
|
||||
0 12 13 11 2 2 2 1
|
||||
0 12 14 13 2 2 2 1
|
||||
0 14 15 13 2 2 2 1
|
||||
0 14 16 15 2 2 2 1
|
||||
0 16 17 15 2 2 2 1
|
||||
0 16 0 17 2 2 2 1
|
||||
0 0 2 17 2 2 2 1
|
||||
0 2 3 18 3 4 5 6
|
||||
0 3 19 18 4 6 5 6
|
||||
0 3 5 19 4 7 6 6
|
||||
0 5 20 19 7 8 6 6
|
||||
0 5 7 20 7 9 8 6
|
||||
0 7 21 20 9 10 8 6
|
||||
0 7 9 21 9 11 10 6
|
||||
0 9 22 21 11 12 10 6
|
||||
0 9 11 22 11 13 12 6
|
||||
0 11 23 22 13 14 12 6
|
||||
0 11 13 23 13 15 14 6
|
||||
0 13 24 23 15 16 14 6
|
||||
0 13 15 24 15 17 16 6
|
||||
0 15 25 24 17 18 16 6
|
||||
0 15 17 25 17 19 18 6
|
||||
0 17 26 25 19 20 18 6
|
||||
0 17 2 26 19 3 20 6
|
||||
0 2 18 26 3 5 20 6
|
||||
0 25 26 18 2 2 2 11
|
||||
0 24 25 18 2 2 2 11
|
||||
0 22 23 24 2 2 2 11
|
||||
0 21 22 24 2 2 2 11
|
||||
0 21 24 18 2 2 2 11
|
||||
0 21 18 19 2 2 2 11
|
||||
0 20 21 19 2 2 2 11
|
||||
|
||||
Materials: 1
|
||||
"19 - Default"
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.588235 0.588235 0.588235 1.000000
|
||||
0.898039 0.898039 0.898039 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
12.799999
|
||||
1.000000
|
||||
"textures/Tap Note ani texture.ini"
|
||||
""
|
||||
|
||||
Bones: 0
|
||||
@@ -0,0 +1,4 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityX=+1
|
||||
Frame0000=_mine tex.png
|
||||
Delay0000=1
|
||||
@@ -0,0 +1,180 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 1
|
||||
"center" 0 0
|
||||
45
|
||||
0 -16.0 0.0 -1.0 0 0.75 0
|
||||
0 -11.31 -11.31 -1.0 0 0.75 0
|
||||
0 0.0 -16.0 -1.0 0 0.75 0
|
||||
0 11.31 -11.31 -1.0 0 0.75 0
|
||||
0 16.0 0.0 -1.0 0 0.75 0
|
||||
0 11.31 11.31 -1.0 0 0.75 0
|
||||
0 -0.0 16.0 -1.0 0 0.75 0
|
||||
0 -11.31 11.31 -1.0 0 0.75 0
|
||||
3 29.422066 0.009519 -0.944 0.999500 0.25 0
|
||||
3 25.401829 14.852878 -0.944 0.931249 0.1240015 0
|
||||
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|
||||
3 -0.000001 29.431583 -0.944 0.500000 0.00025 0
|
||||
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|
||||
3 -25.401833 14.852878 -0.944 0.068751 0.1240015 0
|
||||
3 -29.422066 0.009516 -0.944 0.000500 0.25 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
3 25.401833 -14.833840 -0.944 0.931249 0.3759985 0
|
||||
3 19.921448 0.009518 7.02167 0.838208 0.25 0
|
||||
3 17.189407 10.096646 7.02167 0.791826 0.164375 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
3 10.420829 0.009516 -0.944 0.676915 0.25 0
|
||||
3 8.976986 5.340415 -0.944 0.652403 0.2047485 0
|
||||
3 5.330894 8.986506 -0.944 0.590503 0.1737985 0
|
||||
3 0.000001 10.430347 -0.944 0.500000 0.1615425 0
|
||||
3 -5.330897 8.986505 -0.944 0.409497 0.1737985 0
|
||||
3 -8.976989 5.340414 -0.944 0.347597 0.2047485 0
|
||||
3 -10.420829 0.009520 -0.944 0.323085 0.25 0
|
||||
3 -8.976985 -5.321381 -0.944 0.347597 0.2952515 0
|
||||
3 -5.330895 -8.967473 -0.944 0.409497 0.3262015 0
|
||||
3 -0.000003 -10.411310 -0.944 0.500000 0.3384575 0
|
||||
3 5.330898 -8.967464 -0.944 0.590503 0.3262015 0
|
||||
3 8.976988 -5.321376 -0.944 0.652403 0.2952515 0
|
||||
0 0 0 -1.0 0.5 0.75 0
|
||||
46
|
||||
0.000000 0.000000 0.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
-0.000000 0.000000 1.000000
|
||||
0.000000 0.000000 0.000000
|
||||
0.568474 -0.051323 0.821099
|
||||
0.517639 0.241388 0.820842
|
||||
0.328856 0.466982 0.820842
|
||||
0.051323 0.568474 0.821099
|
||||
-0.241388 0.517639 0.820842
|
||||
-0.466982 0.328856 0.820842
|
||||
-0.568474 0.051322 0.821099
|
||||
-0.517639 -0.241388 0.820842
|
||||
-0.328856 -0.466982 0.820842
|
||||
-0.051322 -0.568474 0.821099
|
||||
0.241388 -0.517639 0.820842
|
||||
0.466982 -0.328856 0.820842
|
||||
0.000000 0.062383 0.998052
|
||||
-0.030799 0.053179 0.998110
|
||||
-0.053179 0.030799 0.998110
|
||||
-0.062383 -0.000000 0.998052
|
||||
-0.053179 -0.030799 0.998110
|
||||
-0.030799 -0.053179 0.998110
|
||||
0.000000 -0.062383 0.998052
|
||||
0.030799 -0.053179 0.998110
|
||||
0.053179 -0.030799 0.998110
|
||||
0.062383 0.000000 0.998052
|
||||
0.053179 0.030799 0.998110
|
||||
0.030799 0.053179 0.998110
|
||||
-0.568474 -0.051323 0.821099
|
||||
-0.466982 -0.328856 0.820842
|
||||
-0.241388 -0.517639 0.820842
|
||||
0.051323 -0.568474 0.821099
|
||||
0.328856 -0.466982 0.820842
|
||||
0.517639 -0.241388 0.820842
|
||||
0.568474 0.051323 0.821099
|
||||
0.466982 0.328856 0.820842
|
||||
0.241388 0.517639 0.820842
|
||||
-0.051323 0.568474 0.821099
|
||||
-0.328856 0.466982 0.820842
|
||||
-0.517639 0.241388 0.820842
|
||||
56
|
||||
0 44 0 1 1 2 3 5
|
||||
0 44 1 2 1 2 3 5
|
||||
0 44 2 3 1 2 3 5
|
||||
0 44 3 4 1 2 3 5
|
||||
0 44 4 5 1 3 4 5
|
||||
0 44 5 6 1 4 5 5
|
||||
0 44 6 7 1 5 6 5
|
||||
0 44 7 0 1 6 7 5
|
||||
0 8 9 20 10 11 22 1
|
||||
0 9 21 20 11 23 22 1
|
||||
0 9 10 21 11 12 23 1
|
||||
0 10 22 21 12 24 23 1
|
||||
0 10 11 22 12 13 24 1
|
||||
0 11 23 22 13 25 24 1
|
||||
0 11 12 23 13 14 25 1
|
||||
0 12 24 23 14 26 25 1
|
||||
0 12 13 24 14 15 26 1
|
||||
0 13 25 24 15 27 26 1
|
||||
0 13 14 25 15 16 27 1
|
||||
0 14 26 25 16 28 27 1
|
||||
0 14 15 26 16 17 28 1
|
||||
0 15 27 26 17 29 28 1
|
||||
0 15 16 27 17 18 29 1
|
||||
0 16 28 27 18 30 29 1
|
||||
0 16 17 28 18 19 30 1
|
||||
0 17 29 28 19 31 30 1
|
||||
0 17 18 29 19 20 31 1
|
||||
0 18 30 29 20 32 31 1
|
||||
0 18 19 30 20 21 32 1
|
||||
0 19 31 30 21 33 32 1
|
||||
0 19 8 31 21 10 33 1
|
||||
0 8 20 31 10 22 33 1
|
||||
0 20 21 32 22 23 34 1
|
||||
0 21 33 32 23 35 34 1
|
||||
0 21 22 33 23 24 35 1
|
||||
0 22 34 33 24 36 35 1
|
||||
0 22 23 34 24 25 36 1
|
||||
0 23 35 34 25 37 36 1
|
||||
0 23 24 35 25 26 37 1
|
||||
0 24 36 35 26 38 37 1
|
||||
0 24 25 36 26 27 38 1
|
||||
0 25 37 36 27 39 38 1
|
||||
0 25 26 37 27 28 39 1
|
||||
0 26 38 37 28 40 39 1
|
||||
0 26 27 38 28 29 40 1
|
||||
0 27 39 38 29 41 40 1
|
||||
0 27 28 39 29 30 41 1
|
||||
0 28 40 39 30 42 41 1
|
||||
0 28 29 40 30 31 42 1
|
||||
0 29 41 40 31 43 42 1
|
||||
0 29 30 41 31 32 43 1
|
||||
0 30 42 41 32 44 43 1
|
||||
0 30 31 42 32 33 44 1
|
||||
0 31 43 42 33 45 44 1
|
||||
0 31 20 43 33 22 45 1
|
||||
0 20 32 43 22 34 45 1
|
||||
|
||||
Materials: 1
|
||||
"red middle"
|
||||
1.000000 1.000000 1.000000 1.000000
|
||||
1.000000 1.000000 1.000000 1.000000
|
||||
0.898039 0.898039 0.898039 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
12.799999
|
||||
1.000000
|
||||
"_mine ani tex.ini"
|
||||
""
|
||||
|
||||
Bones: 1
|
||||
"joint1"
|
||||
""
|
||||
0 0 0 0 0 0 0
|
||||
2
|
||||
1.000000 0.000000 0.000000 0.000000
|
||||
120.000000 0.000000 0.000000 0.000000
|
||||
3
|
||||
1.000000 0.000000 0.000000 0.000000
|
||||
60.000000 0.000000 0.000000 3.1
|
||||
120.000000 0.000000 0.000000 6.2
|
||||
|
After Width: | Height: | Size: 8.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
@@ -0,0 +1,243 @@
|
||||
#USW Metric Version V2
|
||||
#Made for Version Stepmania 5 Preview 2
|
||||
|
||||
#I am the bone of my noteskin
|
||||
#Arrows are my body, and explosions are my blood
|
||||
#I have created over a thousand noteskins
|
||||
#Unknown to death
|
||||
#Nor known to life
|
||||
#Have withstood pain to create many noteskins
|
||||
#Yet these hands will never hold anything
|
||||
#So as I pray, Unlimited Stepman Works
|
||||
|
||||
[Global]
|
||||
#Noteskin this noteskin falls back on
|
||||
#We normaly make this fallback on common
|
||||
#Because its the global noteskin every default fallsback on to
|
||||
FallbackNoteSkin=common
|
||||
|
||||
[NoteDisplay]
|
||||
#Noteskin Animation Lengths
|
||||
AnimationIsBeatBased=1
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationLength=4
|
||||
TapMineAnimationLength=1
|
||||
TapLiftAnimationLength=4
|
||||
TapFakeAnimationLength=4
|
||||
##Hold Parts
|
||||
HoldHeadAnimationLength=4
|
||||
HoldTopCapAnimationLength=4
|
||||
HoldBottomCapAnimationLength=4
|
||||
HoldBodyAnimationLength=4
|
||||
HoldTailAnimationLength=4
|
||||
##Roll Parts
|
||||
RollHeadAnimationLength=4
|
||||
RollTopCapAnimationLength=4
|
||||
RollBottomCapAnimationLength=4
|
||||
RollBodyAnimationLength=4
|
||||
RollTailAnimationLength=4
|
||||
|
||||
|
||||
#Define if noteskin is Vivid or not
|
||||
#Value 1 = true, Value 0 = false
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationIsVivid=1
|
||||
TapMineAnimationIsVivid=0
|
||||
TapFakeAnimationIsVivid=1
|
||||
TapLiftAnimationIsVivid=0
|
||||
##Hold Parts
|
||||
HoldHeadAnimationIsVivid=1
|
||||
HoldTopCapAnimationIsVivid=0
|
||||
HoldBodyAnimationIsVivid=0
|
||||
HoldBottomCapAnimationIsVivid=0
|
||||
HoldTailAnimationIsVivid=0
|
||||
##Roll Parts
|
||||
RollHeadAnimationIsVivid=1
|
||||
RollTopCapAnimationIsVivid=0
|
||||
RollBodyAnimationIsVivid=0
|
||||
RollBottomCapAnimationIsVivid=0
|
||||
RollTailAnimationIsVivid=0
|
||||
|
||||
|
||||
#Texture Coord Offest Info
|
||||
|
||||
#This is the TextureCoordOffset which we use for Rhythm colored noteskins
|
||||
#If you dont want to use it, just keep the value 0
|
||||
#Rhythm colored noteskins are noteskins that have different colors for every
|
||||
#4th, 8th, 12th, 16th and so on
|
||||
#To use this you need to use simple math because it isnt based on the size of
|
||||
#the image but its based on the total value of the size which is 1
|
||||
#So if you got 9 frames (including 192nd)
|
||||
#You need to run this simple math
|
||||
# 1 / 9 = 0.11111111111111111111111111 (and so on)
|
||||
#Because using the entire value is to long, lets make it smaler to 6 digits
|
||||
#You can make it longer if you want but lets keep it nice to 6 digits
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAdditionTextureCoordOffsetX=0
|
||||
TapNoteAdditionTextureCoordOffsetY=0
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0
|
||||
TapFakeNoteColorTextureCoordSpacingY=0
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0
|
||||
HoldTopCapAdditionTextureCoordOffsetX=0
|
||||
HoldTopCapAdditionTextureCoordOffsetY=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingX=0
|
||||
HoldTopCapNoteColorTextureCoordSpacingY=0
|
||||
HoldBodyAdditionTextureCoordOffsetX=0
|
||||
HoldBodyAdditionTextureCoordOffsetY=0
|
||||
HoldBodyNoteColorTextureCoordSpacingX=0
|
||||
HoldBodyNoteColorTextureCoordSpacingY=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetX=0
|
||||
HoldBottomCapAdditionTextureCoordOffsetY=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingX=0
|
||||
HoldBottomCapNoteColorTextureCoordSpacingY=0
|
||||
HoldTailAdditionTextureCoordOffsetX=0
|
||||
HoldTailAdditionTextureCoordOffsetY=0
|
||||
HoldTailNoteColorTextureCoordSpacingX=0
|
||||
HoldTailNoteColorTextureCoordSpacingY=0
|
||||
##Roll Parts
|
||||
RollHeadAdditionTextureCoordOffsetX=0
|
||||
RollHeadAdditionTextureCoordOffsetY=0
|
||||
RollHeadNoteColorTextureCoordSpacingX=0
|
||||
RollHeadNoteColorTextureCoordSpacingY=0
|
||||
RollTopCapAdditionTextureCoordOffsetX=0
|
||||
RollTopCapAdditionTextureCoordOffsetY=0
|
||||
RollTopCapNoteColorTextureCoordSpacingX=0
|
||||
RollTopCapNoteColorTextureCoordSpacingY=0
|
||||
RollBodyAdditionTextureCoordOffsetX=0
|
||||
RollBodyAdditionTextureCoordOffsetY=0
|
||||
RollBodyNoteColorTextureCoordSpacingX=0
|
||||
RollBodyNoteColorTextureCoordSpacingY=0
|
||||
RollBottomCapAdditionTextureCoordOffsetX=0
|
||||
RollBottomCapAdditionTextureCoordOffsetY=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingX=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingY=0
|
||||
RollTailAdditionTextureCoordOffsetX=0
|
||||
RollTailAdditionTextureCoordOffsetY=0
|
||||
RollTailNoteColorTextureCoordSpacingX=0
|
||||
RollTailNoteColorTextureCoordSpacingY=0
|
||||
|
||||
|
||||
#Other Stuff
|
||||
DrawHoldHeadForTapsOnSameRow=0
|
||||
DrawRollHeadForTapsOnSameRow=0
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=0.25
|
||||
UseLighting=0
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
HoldActiveIsAddLayer=0
|
||||
|
||||
|
||||
#Edit this incase you want to make noteskin for reverse or both
|
||||
FlipHoldBodyWhenReverse=1
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
TopHoldAnchorWhenReverse=1
|
||||
|
||||
|
||||
#Diffuse Info v2
|
||||
|
||||
#Diffuse uses a color code to define the diffuse
|
||||
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
|
||||
#The way it works is pretty easy
|
||||
#It is based on the Red,Blue,Green,Alpha value that you get with color
|
||||
#But instead of 255,255,255,255 it uses 1,1,1,1
|
||||
#So if you want to use a RBG value from an image like for example Taupe
|
||||
#Which has a value of 72,60,50 , What we just do is / 254 on every value
|
||||
#And we also add a Alpha (for transparent) value between 0.1 and 1
|
||||
#So We get 0.283464,0.236220,0.196850,0.6
|
||||
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
|
||||
#diffuse,1,1,1,1 is the basic code
|
||||
#Change them to which value you want
|
||||
#add ; at the end of your command incase you add more commands
|
||||
|
||||
[GhostArrowDim]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
AvoidMineCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
@@ -0,0 +1,140 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"arrow" 0 0
|
||||
12
|
||||
0 0.000000 -24.000000 7.4500000 0.551018 0.908796 -1
|
||||
0 25.000000 1.000000 7.4500000 0.5510182 0.356369 -1
|
||||
0 19.000000 7.000000 7.4500000 0.546875 0.356369 -1
|
||||
0 6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
|
||||
0 6.000000 25.000000 7.4500000 0.536171 0.301126 -1
|
||||
0 0.000000 25.000000 7.4500000 0.534100 0.367417 -1
|
||||
0 -25.000000 1.000000 7.4500000 0.542731 0.356369 -1
|
||||
0 0.000000 -24.000000 7.4500000 0.542731 0.908796 -1
|
||||
0 0.000000 25.000000 7.4500000 0.559649 0.367417 -1
|
||||
0 -6.000000 25.000000 7.4500000 0.557578 0.301126 -1
|
||||
0 -6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
|
||||
0 -19.000000 7.000000 7.4500000 0.546875 0.356369 -1
|
||||
2
|
||||
0.000000 0.000000 0.000000
|
||||
0.000000 0.000000 1.000000
|
||||
8
|
||||
0 4 5 0 1 1 1 11
|
||||
0 3 4 0 1 1 1 11
|
||||
0 3 0 1 1 1 1 11
|
||||
0 2 3 1 1 1 1 11
|
||||
0 10 11 6 1 1 1 11
|
||||
0 10 6 7 1 1 1 11
|
||||
0 10 7 8 1 1 1 11
|
||||
0 9 10 8 1 1 1 11
|
||||
"arrow" 0 0
|
||||
27
|
||||
3 0.000000 -31.071068 0.000000 0.125000 0.980509 -1
|
||||
3 32.071068 1.000000 0.000000 0.250277 0.479399 -1
|
||||
3 0.000000 -28.242641 0.000000 0.125000 0.936315 -1
|
||||
3 29.242641 1.000000 0.000000 0.239229 0.479399 -1
|
||||
3 19.000000 14.071068 0.000000 0.199218 0.275164 -1
|
||||
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