Add Robot and ITG Vivid noteskins

This commit is contained in:
teejusb
2025-05-17 12:52:03 -07:00
parent e1c91e66f0
commit 82e4d201d4
59 changed files with 2442 additions and 0 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

+68
View File
@@ -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
]]
Binary file not shown.

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;
Binary file not shown.

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;
Binary file not shown.

After

Width:  |  Height:  |  Size: 8.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.5 KiB

+8
View File
@@ -0,0 +1,8 @@
local t = Def.Model {
Meshes="_mine model.txt";
Materials="_mine model.txt";
Bones="_mine model.txt";
};
return t;
+7
View File
@@ -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;
+116
View File
@@ -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;
Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 74 KiB

Binary file not shown.

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
1 9.000000 28.000000 3.011776 0.163717 0.071005 -1
1 6.000000 25.000000 7.500001 0.148757 0.116916 -1
1 -9.000000 28.000000 3.011776 0.086739 0.071005 -1
1 -6.000000 25.000000 7.500001 0.101700 0.116916 -1
1 -9.000000 1.242640 3.011776 0.086739 0.477693 -1
1 -6.000000 -6.000000 7.500001 0.101700 0.591329 -1
1 -19.000000 11.242641 3.011776 0.050723 0.327454 -1
1 -19.000000 7.000000 7.500001 0.050723 0.392381 -1
1 -29.242641 1.000000 3.011776 0.010557 0.484203 -1
1 -25.000000 1.000000 7.500001 0.027194 0.484203 -1
1 0.003530 -23.438393 7.499528 0.126081 0.845583 -1
1 24.219559 0.792938 7.499528 0.217366 0.489018 -1
1 19.000000 6.000001 7.499528 0.197685 0.412396 -1
1 0.003530 -12.972013 7.499528 0.126081 0.691570 -1
1 0.006654 -7.319974 7.499525 0.125228 0.610230 -1
1 -18.986691 6.000001 7.499528 0.054477 0.412396 -1
1 -24.206251 0.792942 7.499528 0.034797 0.489018 -1
1 5.932364 -1.384737 7.499848 0.148492 0.519325 -1
1 -5.928834 -1.384737 7.499848 0.101965 0.519325 -1
1 5.932364 3.797693 7.499848 0.148492 0.441389 -1
1 5.932364 13.678823 7.499848 0.148492 0.290171 -1
1 5.932364 7.850110 7.499849 0.148492 0.379372 -1
1 -5.928834 7.850108 7.499849 0.101965 0.379372 -1
1 -5.928834 13.678824 7.499848 0.101965 0.290171 -1
1 -5.928834 3.797693 7.499848 0.101965 0.441388 -1
1 -5.928834 18.085644 7.499848 0.101965 0.222731 -1
1 -5.928834 23.914360 7.499848 0.101965 0.133530 -1
1 5.932364 18.085644 7.499848 0.148492 0.222731 -1
1 5.932364 23.914360 7.499848 0.148492 0.133530 -1
1 0.000000 -28.242641 -3.011452 0.006081 0.054724 -1
1 29.242641 1.000000 -3.011452 0.009155 0.042723 -1
1 19.000000 11.242641 -3.011452 0.008078 0.038520 -1
1 9.000000 1.242640 -3.011452 0.007113 0.042548 -1
1 9.000000 28.000000 -3.011452 0.007113 0.031643 -1
1 -9.000000 28.000000 -3.011452 0.005048 0.031643 -1
1 -9.000000 1.242640 -3.011452 0.005048 0.042548 -1
1 -19.000000 11.242641 -3.011452 0.004083 0.038520 -1
1 -29.242641 1.000000 -3.011452 0.003006 0.042723 -1
1 29.242641 1.000000 -3.011452 0.239900 0.484203 -1
1 0.000000 -28.242641 -3.011452 0.125228 0.931724 -1
1 0.000000 -24.000000 -7.499676 0.125228 0.866795 -1
1 25.000000 1.000000 -7.499676 0.223263 0.484203 -1
1 19.000000 11.242641 -3.011452 0.199735 0.327454 -1
1 19.000000 7.000000 -7.499676 0.199735 0.392381 -1
1 9.000000 1.242640 -3.011452 0.163717 0.477693 -1
1 6.000000 -6.000000 -7.499676 0.148757 0.591329 -1
1 9.000000 28.000000 -3.011452 0.163717 0.071005 -1
1 6.000000 25.000000 -7.499676 0.148757 0.116916 -1
1 -9.000000 28.000000 -3.011452 0.086739 0.071005 -1
1 -6.000000 25.000000 -7.499676 0.101700 0.116916 -1
1 -9.000000 1.242640 -3.011452 0.086739 0.477693 -1
1 -6.000000 -6.000000 -7.499676 0.101700 0.591329 -1
1 -19.000000 11.242641 -3.011452 0.050723 0.327454 -1
1 -19.000000 7.000000 -7.499676 0.050723 0.392381 -1
1 -29.242641 1.000000 -3.011452 0.010557 0.484203 -1
1 -25.000000 1.000000 -7.499676 0.027194 0.484203 -1
1 0.003530 -23.438393 -7.499203 0.126081 0.845583 -1
1 24.219559 0.792938 -7.499203 0.217366 0.489018 -1
1 19.000000 6.000001 -7.499203 0.197685 0.412396 -1
1 0.003530 -12.972013 -7.499203 0.126081 0.691570 -1
1 0.006654 -7.319974 -7.499200 0.125228 0.610230 -1
1 -18.986691 6.000001 -7.499203 0.054477 0.412396 -1
1 -24.206251 0.792942 -7.499203 0.034797 0.489018 -1
1 5.932364 -1.384737 -7.499523 0.148492 0.519325 -1
1 -5.928834 -1.384737 -7.499523 0.101965 0.519325 -1
1 5.932364 3.797693 -7.499523 0.148492 0.441389 -1
1 5.932364 13.678823 -7.499523 0.148492 0.290171 -1
1 5.932364 7.850110 -7.499523 0.148492 0.379372 -1
1 -5.928834 13.678824 -7.499523 0.101965 0.290171 -1
1 -5.928834 7.850108 -7.499523 0.101965 0.379372 -1
1 -5.928834 3.797693 -7.499523 0.101965 0.441388 -1
1 -5.928834 23.914360 -7.499523 0.101965 0.133530 -1
1 -5.928834 18.085644 -7.499523 0.101965 0.222731 -1
1 5.932364 18.085644 -7.499523 0.148492 0.222731 -1
1 5.932364 23.914360 -7.499523 0.148492 0.133530 -1
118
-0.316228 -0.948683 0.000000
0.948683 -0.316228 0.000000
0.236107 -0.708319 0.665235
0.708319 0.236107 0.665235
0.316228 0.948683 0.000000
-0.236107 0.708319 0.665235
-0.281085 0.959683 0.000000
0.521736 0.285347 0.803971
0.894427 0.447214 0.000000
0.333905 0.667810 0.665235
-0.447214 0.894427 0.000000
-0.667810 0.333905 0.665235
-0.877355 0.479841 0.000000
0.167152 0.570694 0.803971
0.316228 0.948683 0.000000
-0.236106 0.708319 0.665235
-0.948683 0.316228 0.000000
-0.708319 -0.236107 0.665235
-0.235428 -0.706283 0.667637
0.706283 -0.235428 0.667637
0.235428 -0.706283 0.667637
0.706283 0.235428 0.667637
0.235428 0.706283 0.667637
-0.235428 0.706283 0.667637
-0.166452 0.568302 0.805808
0.519549 0.284151 0.805808
0.665890 0.332945 0.667637
0.332945 0.665890 0.667637
-0.332945 0.665890 0.667637
-0.665890 0.332945 0.667637
-0.519549 0.284151 0.805808
0.166452 0.568302 0.805808
0.235428 0.706283 0.667637
-0.235428 0.706283 0.667637
-0.706283 0.235428 0.667637
-0.706283 -0.235428 0.667637
-0.000278 0.000836 1.000000
0.000265 0.000830 1.000000
-0.000717 0.000398 1.000000
-0.000592 -0.000043 1.000000
0.000002 -0.000477 1.000000
0.000000 -0.000473 1.000000
-0.000002 -0.000321 1.000000
-0.001246 -0.000065 0.999999
-0.000000 0.000016 1.000000
-0.000167 -0.000478 1.000000
0.000153 -0.000473 1.000000
0.001181 -0.000065 0.999999
0.000582 -0.000045 1.000000
0.000705 0.000390 1.000000
-0.001175 0.000016 0.999999
0.001119 0.000016 0.999999
-0.001520 -0.000000 0.999999
-0.001348 0.000000 0.999999
-0.001128 -0.000000 0.999999
0.001430 -0.000000 0.999999
0.001602 0.000000 0.999999
0.001084 -0.000000 0.999999
0.001075 0.000000 0.999999
0.001075 -0.000070 0.999999
0.001290 -0.000056 0.999999
-0.001509 0.000000 0.999999
-0.001697 -0.000035 0.999999
-0.000754 -0.000094 1.000000
0.236107 -0.708320 -0.665234
0.708320 0.236107 -0.665234
-0.236107 0.708320 -0.665235
0.521736 0.285347 -0.803970
0.333905 0.667810 -0.665235
-0.667810 0.333905 -0.665235
0.167152 0.570694 -0.803970
-0.236107 0.708320 -0.665234
-0.708320 -0.236107 -0.665234
0.706282 -0.235427 -0.667637
-0.235427 -0.706282 -0.667637
0.235427 -0.706282 -0.667637
0.706282 0.235427 -0.667637
0.235427 0.706282 -0.667637
-0.235428 0.706283 -0.667637
-0.166452 0.568301 -0.805808
0.519549 0.284151 -0.805808
0.665890 0.332945 -0.667637
0.332945 0.665890 -0.667637
-0.332945 0.665890 -0.667637
-0.665890 0.332945 -0.667637
-0.519549 0.284151 -0.805808
0.166452 0.568301 -0.805808
0.235428 0.706283 -0.667637
-0.235428 0.706282 -0.667637
-0.706282 0.235428 -0.667637
-0.706282 -0.235427 -0.667637
0.000265 0.000830 -1.000000
-0.000278 0.000836 -1.000000
-0.000717 0.000398 -1.000000
-0.000592 -0.000043 -1.000000
0.000002 -0.000477 -1.000000
0.000000 -0.000473 -1.000000
-0.000002 -0.000321 -1.000000
-0.000000 0.000016 -1.000000
-0.001248 -0.000065 -0.999999
0.000153 -0.000473 -1.000000
-0.000167 -0.000478 -1.000000
0.001183 -0.000065 -0.999999
0.000582 -0.000045 -1.000000
0.000705 0.000390 -1.000000
-0.001175 0.000016 -0.999999
0.001119 0.000016 -0.999999
-0.001509 0.000000 -0.999999
-0.001358 0.000000 -0.999999
-0.001132 0.000000 -0.999999
0.001613 0.000000 -0.999999
0.001434 0.000000 -0.999999
0.001075 0.000000 -0.999999
0.001075 -0.000070 -0.999999
0.001290 -0.000056 -0.999999
-0.001509 0.000000 -0.999999
-0.001697 -0.000035 -0.999999
-0.000754 -0.000094 -1.000000
140
1 0 1 2 0 1 2 1
1 1 3 2 1 3 2 1
1 1 4 3 1 4 3 1
1 4 5 3 4 5 3 1
1 4 6 5 4 6 5 1
1 6 7 5 6 7 5 1
1 6 8 7 6 8 7 1
1 8 9 7 8 9 7 1
1 8 10 9 8 10 9 1
1 10 11 9 10 11 9 1
1 10 12 11 10 12 11 1
1 12 13 11 12 13 11 1
1 12 14 13 12 14 13 1
1 14 15 13 14 15 13 1
1 14 16 15 14 16 15 1
1 16 17 15 16 17 15 1
1 16 0 17 16 0 17 1
1 0 2 17 0 2 17 1
1 18 19 20 18 19 20 6
1 19 21 20 19 21 20 6
1 19 22 21 19 22 21 6
1 22 23 21 22 23 21 6
1 22 24 23 22 24 23 6
1 24 25 23 24 25 23 6
1 24 26 25 24 26 25 6
1 26 27 25 26 27 25 6
1 26 28 27 26 28 27 6
1 28 29 27 28 29 27 6
1 28 30 29 28 30 29 6
1 30 31 29 30 31 29 6
1 30 32 31 30 32 31 6
1 32 33 31 32 33 31 6
1 32 34 33 32 34 33 6
1 34 35 33 34 35 33 6
1 34 18 35 34 18 35 6
1 18 20 35 18 20 35 6
1 36 20 21 36 37 38 1
1 36 21 37 36 38 39 1
1 37 21 23 39 38 40 1
1 37 23 38 39 40 41 1
1 39 38 23 42 41 40 1
1 25 40 39 43 44 42 1
1 23 25 39 40 43 42 1
1 33 41 39 45 46 42 1
1 39 40 31 42 44 47 1
1 39 31 33 42 47 45 1
1 41 33 35 46 45 48 1
1 41 35 42 46 48 49 1
1 42 35 20 49 48 37 1
1 42 20 36 49 37 36 1
1 25 43 40 43 50 44 1
1 40 44 31 44 51 47 1
1 45 43 25 52 50 43 1
1 25 46 47 43 53 54 1
1 25 47 45 43 54 52 1
1 48 49 31 55 56 47 1
1 31 44 50 47 51 57 1
1 31 50 48 47 57 55 1
1 51 52 29 58 59 60 1
1 29 49 51 60 56 58 1
1 53 46 27 61 53 62 1
1 27 54 53 62 63 61 1
1 27 46 25 62 53 43 1
1 31 49 29 47 56 60 1
1 29 52 54 60 59 63 1
1 29 54 27 60 63 62 1
1 51 49 46 58 56 53 1
1 51 46 53 58 53 61 1
1 47 48 50 54 55 57 1
1 47 50 45 54 57 52 1
1 1 0 55 1 0 64 1
1 56 1 55 65 1 64 1
1 4 1 56 4 1 65 1
1 57 4 56 66 4 65 1
1 6 4 57 6 4 66 1
1 58 6 57 67 6 66 1
1 8 6 58 8 6 67 1
1 59 8 58 68 8 67 1
1 10 8 59 10 8 68 1
1 60 10 59 69 10 68 1
1 12 10 60 12 10 69 1
1 61 12 60 70 12 69 1
1 14 12 61 14 12 70 1
1 62 14 61 71 14 70 1
1 16 14 62 16 14 71 1
1 63 16 62 72 16 71 1
1 0 16 63 0 16 72 1
1 55 0 63 64 0 72 1
1 64 65 66 73 74 75 6
1 67 64 66 76 73 75 6
1 68 64 67 77 73 76 6
1 69 68 67 78 77 76 6
1 70 68 69 79 77 78 6
1 71 70 69 80 79 78 6
1 72 70 71 81 79 80 6
1 73 72 71 82 81 80 6
1 74 72 73 83 81 82 6
1 75 74 73 84 83 82 6
1 76 74 75 85 83 84 6
1 77 76 75 86 85 84 6
1 78 76 77 87 85 86 6
1 79 78 77 88 87 86 6
1 80 78 79 89 87 88 6
1 81 80 79 90 89 88 6
1 65 80 81 74 89 90 6
1 66 65 81 75 74 90 6
1 66 82 67 91 92 93 1
1 67 82 83 93 92 94 1
1 67 83 69 93 94 95 1
1 69 83 84 95 94 96 1
1 84 85 69 96 97 95 1
1 86 71 85 98 99 97 1
1 71 69 85 99 95 97 1
1 87 79 85 100 101 97 1
1 86 85 77 98 97 102 1
1 77 85 79 102 97 101 1
1 79 87 81 101 100 103 1
1 81 87 88 103 100 104 1
1 81 88 66 103 104 91 1
1 66 88 82 91 104 92 1
1 89 71 86 105 99 98 1
1 90 86 77 106 98 102 1
1 89 91 71 105 107 99 1
1 92 71 93 108 99 109 1
1 93 71 91 109 99 107 1
1 94 95 77 110 111 102 1
1 90 77 96 106 102 112 1
1 96 77 95 112 102 111 1
1 97 98 75 113 112 114 1
1 94 75 98 110 114 112 1
1 92 99 73 108 115 116 1
1 100 73 99 117 116 115 1
1 92 73 71 108 116 99 1
1 94 77 75 110 102 114 1
1 97 75 100 113 114 117 1
1 100 75 73 117 114 116 1
1 94 98 92 110 112 108 1
1 92 98 99 108 112 115 1
1 95 93 96 111 109 112 1
1 96 93 91 112 109 107 1
"scroller" 0 0
48
0 0.003530 -12.972013 7.499528 0.553205 0.752422 -1
0 0.003530 -23.438393 7.499528 0.558454 0.859485 -1
0 24.219559 0.792938 7.499528 0.557986 0.373106 -1
0 19.000000 6.000001 7.499528 0.552862 0.371264 -1
0 5.932364 3.797693 7.499848 0.547655 0.522535 -1
0 0.003530 3.797693 7.499848 0.544797 0.580883 -1
0 0.006654 -7.319974 7.499525 0.550369 0.694753 -1
0 5.932364 -1.384737 7.499848 0.550255 0.575546 -1
0 5.932364 23.914360 7.499848 0.537567 0.316758 -1
0 0.003530 23.914360 7.499848 0.534707 0.375107 -1
0 0.003530 18.085644 7.499848 0.537631 0.434730 -1
0 5.932364 18.085644 7.499848 0.540490 0.376381 -1
0 5.932364 13.678823 7.499848 0.542700 0.421459 -1
0 0.003530 13.678824 7.499848 0.539840 0.479808 -1
0 0.003530 7.850108 7.499849 0.542763 0.539430 -1
0 5.932364 7.850110 7.499849 0.545624 0.481081 -1
0 -24.206251 0.792942 7.499528 0.557986 0.373106 -1
0 -18.986691 6.000001 7.499528 0.552862 0.371264 -1
0 -5.928834 3.797693 7.499848 0.547655 0.522535 -1
0 -5.928834 -1.384737 7.499848 0.550255 0.575546 -1
0 -5.928834 23.914360 7.499848 0.537567 0.316758 -1
0 -5.928834 18.085644 7.499848 0.540490 0.376381 -1
0 -5.928834 13.678824 7.499848 0.542700 0.421459 -1
0 -5.928834 7.850108 7.499849 0.545624 0.481081 -1
0 0.003530 -23.438393 -7.499203 0.558454 0.859485 -1
0 0.003530 -12.972013 -7.499203 0.553205 0.752422 -1
0 24.219559 0.792938 -7.499203 0.557986 0.373106 -1
0 19.000000 6.000001 -7.499203 0.552862 0.371264 -1
0 0.003530 3.797693 -7.499523 0.544797 0.580883 -1
0 5.932364 3.797693 -7.499523 0.547655 0.522535 -1
0 0.006654 -7.319974 -7.499200 0.550369 0.694753 -1
0 5.932364 -1.384737 -7.499523 0.550255 0.575546 -1
0 0.003530 23.914360 -7.499523 0.534707 0.375107 -1
0 5.932364 23.914360 -7.499523 0.537567 0.316758 -1
0 0.003530 18.085644 -7.499523 0.537631 0.434730 -1
0 5.932364 18.085644 -7.499523 0.540490 0.376381 -1
0 0.003530 13.678824 -7.499523 0.539840 0.479808 -1
0 5.932364 13.678823 -7.499523 0.542700 0.421459 -1
0 0.003530 7.850108 -7.499523 0.542763 0.539430 -1
0 5.932364 7.850110 -7.499523 0.545624 0.481081 -1
0 -24.206251 0.792942 -7.499203 0.557986 0.373106 -1
0 -18.986691 6.000001 -7.499203 0.552862 0.371264 -1
0 -5.928834 3.797693 -7.499523 0.547655 0.522535 -1
0 -5.928834 -1.384737 -7.499523 0.550255 0.575546 -1
0 -5.928834 23.914360 -7.499523 0.537567 0.316758 -1
0 -5.928834 18.085644 -7.499523 0.540490 0.376381 -1
0 -5.928834 13.678824 -7.499523 0.542700 0.421459 -1
0 -5.928834 7.850108 -7.499523 0.545624 0.481081 -1
19
0.000000 0.000000 1.000000
-0.000027 -0.000015 1.000000
0.000000 -0.000029 1.000000
-0.000000 -0.000015 1.000000
-0.000054 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
0.000027 -0.000015 1.000000
0.000054 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 -1.000000
0.000000 -0.000029 -1.000000
-0.000027 -0.000015 -1.000000
-0.000000 -0.000015 -1.000000
-0.000055 0.000000 -1.000000
0.000027 -0.000015 -1.000000
0.000054 0.000000 -1.000000
32
0 0 1 2 0 0 0 1
0 0 2 3 0 0 0 1
0 4 5 6 1 2 3 1
0 4 6 7 1 3 4 1
0 8 9 10 0 0 0 1
0 8 10 11 0 0 0 1
0 12 13 14 5 6 7 1
0 12 14 15 5 7 8 1
0 1 0 16 0 0 0 1
0 16 0 17 0 0 0 1
0 5 18 6 2 9 3 1
0 6 18 19 3 9 10 1
0 9 20 10 0 0 0 1
0 10 20 21 0 0 0 1
0 13 22 14 6 11 7 1
0 14 22 23 7 11 11 1
0 24 25 26 12 12 12 1
0 26 25 27 12 12 12 1
0 28 29 30 13 14 15 1
0 30 29 31 15 14 16 1
0 32 33 34 12 12 12 1
0 34 33 35 12 12 12 1
0 36 37 38 12 12 12 1
0 38 37 39 12 12 12 1
0 25 24 40 12 12 12 1
0 25 40 41 12 12 12 1
0 42 28 30 17 13 15 1
0 42 30 43 17 15 18 1
0 44 32 34 12 12 12 1
0 44 34 45 12 12 12 1
0 46 36 38 12 12 12 1
0 46 38 47 12 12 12 1
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
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
+4
View File
@@ -0,0 +1,4 @@
[AnimatedTexture]
TexVelocityX=+1
Frame0000=_mine tex.png
Delay0000=1
+180
View File
@@ -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
3 14.843359 25.411350 -0.944 0.751997 0.0343755 0
3 -0.000001 29.431583 -0.944 0.500000 0.00025 0
3 -14.843361 25.411348 -0.944 0.248003 0.0343755 0
3 -25.401833 14.852878 -0.944 0.068751 0.1240015 0
3 -29.422066 0.009516 -0.944 0.000500 0.25 0
3 -25.401827 -14.833844 -0.944 0.068751 0.3759985 0
3 -14.843357 -25.392317 -0.944 0.248003 0.4656245 0
3 0.000004 -29.412546 -0.944 0.500000 0.49975 0
3 14.843363 -25.392307 -0.944 0.751997 0.4656245 0
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
3 10.087127 17.198929 7.02167 0.671250 0.104087 0
3 -0.000000 19.930965 7.02167 0.500000 0.080896 0
3 -10.087129 17.198925 7.02167 0.328750 0.104087 0
3 -17.189411 10.096646 7.02167 0.208174 0.164375 0
3 -19.921448 0.009518 7.02167 0.161792 0.25 0
3 -17.189405 -10.077612 7.02167 0.208174 0.335625 0
3 -10.087127 -17.179895 7.02167 0.328750 0.395913 0
3 0.000001 -19.911928 7.02167 0.500000 0.419104 0
3 10.087130 -17.179886 7.02167 0.671250 0.395913 0
3 17.189411 -10.077609 7.02167 0.791826 0.335625 0
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
Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

+243
View File
@@ -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
Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

+76
View File
@@ -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
]]
Binary file not shown.

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;
Binary file not shown.

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;
Binary file not shown.

After

Width:  |  Height:  |  Size: 8.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.5 KiB

+8
View File
@@ -0,0 +1,8 @@
local t = Def.Model {
Meshes="_mine model.txt";
Materials="_mine model.txt";
Bones="_mine model.txt";
};
return t;
+7
View File
@@ -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;
+116
View File
@@ -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;
Binary file not shown.

After

Width:  |  Height:  |  Size: 6.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 74 KiB

Binary file not shown.

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
0 6.000000 25.000000 7.4500000 0.554684 0.0752815 -1
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
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
3 19.000000 11.242641 0.000000 0.199218 0.319358 -1
3 11.000000 6.071067 0.000000 0.167968 0.400164 -1
3 9.000000 1.242640 0.000000 0.160156 0.475608 -1
3 11.000000 30.000000 0.000000 0.167968 0.026274 -1
3 9.000000 28.000000 0.000000 0.160156 0.057524 -1
3 -11.000000 30.000000 0.000000 0.082031 0.026274 -1
3 -9.000000 28.000000 0.000000 0.089843 0.057524 -1
3 -11.000000 6.071067 0.000000 0.082031 0.400163 -1
3 -9.000000 1.242640 0.000000 0.089843 0.475608 -1
3 -19.000000 14.071068 0.000000 0.050781 0.275163 -1
3 -19.000000 11.242641 0.000000 0.050781 0.319358 -1
3 -32.071068 1.000000 0.000000 -0.000277 0.479399 -1
3 -29.242641 1.000000 0.000000 0.010771 0.479399 -1
3 0.000000 -24.000000 7.500000 0.125000 0.870024 -1
3 25.000000 1.000000 7.500000 0.222656 0.479399 -1
3 19.000000 7.000000 7.500000 0.199218 0.385649 -1
3 6.000000 -6.000000 7.500000 0.148437 0.588774 -1
3 6.000000 25.000000 7.500000 0.148437 0.104399 -1
3 -6.000000 25.000000 7.500000 0.10156 0.104399 -1
3 -6.000000 -6.000000 7.500000 0.10156 0.588774 -1
3 -19.000000 7.000000 7.500000 0.050781 0.385649 -1
3 -25.000000 1.000000 7.500000 0.027343 0.479399 -1
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
+4
View File
@@ -0,0 +1,4 @@
[AnimatedTexture]
TexVelocityX=+1
Frame0000=_mine tex.png
Delay0000=1
+180
View File
@@ -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
3 14.843359 25.411350 -0.944 0.751997 0.0343755 0
3 -0.000001 29.431583 -0.944 0.500000 0.00025 0
3 -14.843361 25.411348 -0.944 0.248003 0.0343755 0
3 -25.401833 14.852878 -0.944 0.068751 0.1240015 0
3 -29.422066 0.009516 -0.944 0.000500 0.25 0
3 -25.401827 -14.833844 -0.944 0.068751 0.3759985 0
3 -14.843357 -25.392317 -0.944 0.248003 0.4656245 0
3 0.000004 -29.412546 -0.944 0.500000 0.49975 0
3 14.843363 -25.392307 -0.944 0.751997 0.4656245 0
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
3 10.087127 17.198929 7.02167 0.671250 0.104087 0
3 -0.000000 19.930965 7.02167 0.500000 0.080896 0
3 -10.087129 17.198925 7.02167 0.328750 0.104087 0
3 -17.189411 10.096646 7.02167 0.208174 0.164375 0
3 -19.921448 0.009518 7.02167 0.161792 0.25 0
3 -17.189405 -10.077612 7.02167 0.208174 0.335625 0
3 -10.087127 -17.179895 7.02167 0.328750 0.395913 0
3 0.000001 -19.911928 7.02167 0.500000 0.419104 0
3 10.087130 -17.179886 7.02167 0.671250 0.395913 0
3 17.189411 -10.077609 7.02167 0.791826 0.335625 0
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
Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

+243
View File
@@ -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
+140
View File
@@ -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
3 19.000000 11.242641 0.000000 0.199218 0.319358 -1
3 11.000000 6.071067 0.000000 0.167968 0.400164 -1
3 9.000000 1.242640 0.000000 0.160156 0.475608 -1
3 11.000000 30.000000 0.000000 0.167968 0.026274 -1
3 9.000000 28.000000 0.000000 0.160156 0.057524 -1
3 -11.000000 30.000000 0.000000 0.082031 0.026274 -1
3 -9.000000 28.000000 0.000000 0.089843 0.057524 -1
3 -11.000000 6.071067 0.000000 0.082031 0.400163 -1
3 -9.000000 1.242640 0.000000 0.089843 0.475608 -1
3 -19.000000 14.071068 0.000000 0.050781 0.275163 -1
3 -19.000000 11.242641 0.000000 0.050781 0.319358 -1
3 -32.071068 1.000000 0.000000 -0.000277 0.479399 -1
3 -29.242641 1.000000 0.000000 0.010771 0.479399 -1
3 0.000000 -24.000000 7.500000 0.125000 0.870024 -1
3 25.000000 1.000000 7.500000 0.222656 0.479399 -1
3 19.000000 7.000000 7.500000 0.199218 0.385649 -1
3 6.000000 -6.000000 7.500000 0.148437 0.588774 -1
3 6.000000 25.000000 7.500000 0.148437 0.104399 -1
3 -6.000000 25.000000 7.500000 0.10156 0.104399 -1
3 -6.000000 -6.000000 7.500000 0.10156 0.588774 -1
3 -19.000000 7.000000 7.500000 0.050781 0.385649 -1
3 -25.000000 1.000000 7.500000 0.027343 0.479399 -1
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 +1,5 @@
[AnimatedTexture]
TexVelocityY=1
TexOffsetX=0
Frame0000=Tap Note parts (mipmaps).png
Delay0000=1.0
Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB