diff --git a/NoteSkins/dance/robot/Down Hold Body Active.png b/NoteSkins/dance/robot/Down Hold Body Active.png new file mode 100644 index 0000000000..0590ade9da Binary files /dev/null and b/NoteSkins/dance/robot/Down Hold Body Active.png differ diff --git a/NoteSkins/dance/robot/Down Hold Body Inactive.png b/NoteSkins/dance/robot/Down Hold Body Inactive.png new file mode 100644 index 0000000000..8051e26728 Binary files /dev/null and b/NoteSkins/dance/robot/Down Hold Body Inactive.png differ diff --git a/NoteSkins/dance/robot/Down Hold BottomCap active.png b/NoteSkins/dance/robot/Down Hold BottomCap active.png new file mode 100644 index 0000000000..34db95b9ae Binary files /dev/null and b/NoteSkins/dance/robot/Down Hold BottomCap active.png differ diff --git a/NoteSkins/dance/robot/Down Hold BottomCap inactive.png b/NoteSkins/dance/robot/Down Hold BottomCap inactive.png new file mode 100644 index 0000000000..683519417d Binary files /dev/null and b/NoteSkins/dance/robot/Down Hold BottomCap inactive.png differ diff --git a/NoteSkins/dance/robot/Down Receptor.lua b/NoteSkins/dance/robot/Down Receptor.lua new file mode 100644 index 0000000000..006a4f1647 --- /dev/null +++ b/NoteSkins/dance/robot/Down Receptor.lua @@ -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 +]] diff --git a/NoteSkins/dance/robot/Down Roll Body Inactive.png b/NoteSkins/dance/robot/Down Roll Body Inactive.png new file mode 100644 index 0000000000..ef75733110 Binary files /dev/null and b/NoteSkins/dance/robot/Down Roll Body Inactive.png differ diff --git a/NoteSkins/dance/robot/Down Roll Body active.lua b/NoteSkins/dance/robot/Down Roll Body active.lua new file mode 100644 index 0000000000..8d4c46dd25 --- /dev/null +++ b/NoteSkins/dance/robot/Down Roll Body active.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/robot/Down Roll BottomCap Inactive.png b/NoteSkins/dance/robot/Down Roll BottomCap Inactive.png new file mode 100644 index 0000000000..22ea06e24e Binary files /dev/null and b/NoteSkins/dance/robot/Down Roll BottomCap Inactive.png differ diff --git a/NoteSkins/dance/robot/Down Roll BottomCap active.lua b/NoteSkins/dance/robot/Down Roll BottomCap active.lua new file mode 100644 index 0000000000..5d57c34d49 --- /dev/null +++ b/NoteSkins/dance/robot/Down Roll BottomCap active.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/robot/Down Tap Explosion Dim W1.png b/NoteSkins/dance/robot/Down Tap Explosion Dim W1.png new file mode 100644 index 0000000000..3496fd4ae8 Binary files /dev/null and b/NoteSkins/dance/robot/Down Tap Explosion Dim W1.png differ diff --git a/NoteSkins/dance/robot/Down Tap Explosion Dim W2.png b/NoteSkins/dance/robot/Down Tap Explosion Dim W2.png new file mode 100644 index 0000000000..7349317969 Binary files /dev/null and b/NoteSkins/dance/robot/Down Tap Explosion Dim W2.png differ diff --git a/NoteSkins/dance/robot/Down Tap Explosion Dim W3.png b/NoteSkins/dance/robot/Down Tap Explosion Dim W3.png new file mode 100644 index 0000000000..e45ff78449 Binary files /dev/null and b/NoteSkins/dance/robot/Down Tap Explosion Dim W3.png differ diff --git a/NoteSkins/dance/robot/Down Tap Explosion Dim W4.png b/NoteSkins/dance/robot/Down Tap Explosion Dim W4.png new file mode 100644 index 0000000000..1814f24b8d Binary files /dev/null and b/NoteSkins/dance/robot/Down Tap Explosion Dim W4.png differ diff --git a/NoteSkins/dance/robot/Down Tap Explosion Dim W5.png b/NoteSkins/dance/robot/Down Tap Explosion Dim W5.png new file mode 100644 index 0000000000..366385c000 Binary files /dev/null and b/NoteSkins/dance/robot/Down Tap Explosion Dim W5.png differ diff --git a/NoteSkins/dance/robot/Down Tap Mine.lua b/NoteSkins/dance/robot/Down Tap Mine.lua new file mode 100644 index 0000000000..d0e5ad575d --- /dev/null +++ b/NoteSkins/dance/robot/Down Tap Mine.lua @@ -0,0 +1,8 @@ +local t = Def.Model { + Meshes="_mine model.txt"; + Materials="_mine model.txt"; + Bones="_mine model.txt"; +}; + +return t; + diff --git a/NoteSkins/dance/robot/Down Tap Note.lua b/NoteSkins/dance/robot/Down Tap Note.lua new file mode 100644 index 0000000000..7ae4e99419 --- /dev/null +++ b/NoteSkins/dance/robot/Down Tap Note.lua @@ -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; diff --git a/NoteSkins/dance/robot/Fallback Explosion.lua b/NoteSkins/dance/robot/Fallback Explosion.lua new file mode 100644 index 0000000000..59653db22f --- /dev/null +++ b/NoteSkins/dance/robot/Fallback Explosion.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/robot/NoteSkin.lua b/NoteSkins/dance/robot/NoteSkin.lua new file mode 100644 index 0000000000..528a1005b7 --- /dev/null +++ b/NoteSkins/dance/robot/NoteSkin.lua @@ -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; diff --git a/NoteSkins/dance/robot/_Down Receptor Go 4x1 (doubleres).png b/NoteSkins/dance/robot/_Down Receptor Go 4x1 (doubleres).png new file mode 100644 index 0000000000..500eac3307 Binary files /dev/null and b/NoteSkins/dance/robot/_Down Receptor Go 4x1 (doubleres).png differ diff --git a/NoteSkins/dance/robot/_Down Roll Body active 4x1.png b/NoteSkins/dance/robot/_Down Roll Body active 4x1.png new file mode 100644 index 0000000000..b920818981 Binary files /dev/null and b/NoteSkins/dance/robot/_Down Roll Body active 4x1.png differ diff --git a/NoteSkins/dance/robot/_Down Roll BottomCap active 4x1.png b/NoteSkins/dance/robot/_Down Roll BottomCap active 4x1.png new file mode 100644 index 0000000000..08364be79c Binary files /dev/null and b/NoteSkins/dance/robot/_Down Roll BottomCap active 4x1.png differ diff --git a/NoteSkins/dance/robot/_down tap note model.txt b/NoteSkins/dance/robot/_down tap note model.txt new file mode 100644 index 0000000000..3d508003e6 --- /dev/null +++ b/NoteSkins/dance/robot/_down tap note model.txt @@ -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 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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 diff --git a/NoteSkins/dance/robot/_mine tex.png b/NoteSkins/dance/robot/_mine tex.png new file mode 100644 index 0000000000..e27b6a1542 Binary files /dev/null and b/NoteSkins/dance/robot/_mine tex.png differ diff --git a/NoteSkins/dance/robot/down hold explosion.png b/NoteSkins/dance/robot/down hold explosion.png new file mode 100644 index 0000000000..653ca01ad3 Binary files /dev/null and b/NoteSkins/dance/robot/down hold explosion.png differ diff --git a/NoteSkins/dance/robot/metrics.ini b/NoteSkins/dance/robot/metrics.ini new file mode 100644 index 0000000000..6063c073ae --- /dev/null +++ b/NoteSkins/dance/robot/metrics.ini @@ -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 \ No newline at end of file diff --git a/NoteSkins/dance/robot/textures/Tap Note ani texture.ini b/NoteSkins/dance/robot/textures/Tap Note ani texture.ini new file mode 100644 index 0000000000..ab8e19da93 --- /dev/null +++ b/NoteSkins/dance/robot/textures/Tap Note ani texture.ini @@ -0,0 +1,5 @@ +[AnimatedTexture] +TexVelocityY=-1 +TexOffsetX=0 +Frame0000=Tap Note parts (mipmaps).png +Delay0000=1.0 diff --git a/NoteSkins/dance/robot/textures/Tap Note parts (mipmaps).png b/NoteSkins/dance/robot/textures/Tap Note parts (mipmaps).png new file mode 100644 index 0000000000..8496d5a1d1 Binary files /dev/null and b/NoteSkins/dance/robot/textures/Tap Note parts (mipmaps).png differ diff --git a/NoteSkins/dance/vivid/Down Hold Body Active.png b/NoteSkins/dance/vivid/Down Hold Body Active.png new file mode 100644 index 0000000000..0590ade9da Binary files /dev/null and b/NoteSkins/dance/vivid/Down Hold Body Active.png differ diff --git a/NoteSkins/dance/vivid/Down Hold Body Inactive.png b/NoteSkins/dance/vivid/Down Hold Body Inactive.png new file mode 100644 index 0000000000..8051e26728 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Hold Body Inactive.png differ diff --git a/NoteSkins/dance/vivid/Down Hold BottomCap active.png b/NoteSkins/dance/vivid/Down Hold BottomCap active.png new file mode 100644 index 0000000000..34db95b9ae Binary files /dev/null and b/NoteSkins/dance/vivid/Down Hold BottomCap active.png differ diff --git a/NoteSkins/dance/vivid/Down Hold BottomCap inactive.png b/NoteSkins/dance/vivid/Down Hold BottomCap inactive.png new file mode 100644 index 0000000000..683519417d Binary files /dev/null and b/NoteSkins/dance/vivid/Down Hold BottomCap inactive.png differ diff --git a/NoteSkins/dance/vivid/Down Receptor.lua b/NoteSkins/dance/vivid/Down Receptor.lua new file mode 100644 index 0000000000..5da715a97e --- /dev/null +++ b/NoteSkins/dance/vivid/Down Receptor.lua @@ -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 +]] diff --git a/NoteSkins/dance/vivid/Down Roll Body Inactive.png b/NoteSkins/dance/vivid/Down Roll Body Inactive.png new file mode 100644 index 0000000000..ef75733110 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Roll Body Inactive.png differ diff --git a/NoteSkins/dance/vivid/Down Roll Body active.lua b/NoteSkins/dance/vivid/Down Roll Body active.lua new file mode 100644 index 0000000000..8d4c46dd25 --- /dev/null +++ b/NoteSkins/dance/vivid/Down Roll Body active.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/vivid/Down Roll BottomCap Inactive.png b/NoteSkins/dance/vivid/Down Roll BottomCap Inactive.png new file mode 100644 index 0000000000..22ea06e24e Binary files /dev/null and b/NoteSkins/dance/vivid/Down Roll BottomCap Inactive.png differ diff --git a/NoteSkins/dance/vivid/Down Roll BottomCap active.lua b/NoteSkins/dance/vivid/Down Roll BottomCap active.lua new file mode 100644 index 0000000000..5d57c34d49 --- /dev/null +++ b/NoteSkins/dance/vivid/Down Roll BottomCap active.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/vivid/Down Tap Explosion Dim W1.png b/NoteSkins/dance/vivid/Down Tap Explosion Dim W1.png new file mode 100644 index 0000000000..3496fd4ae8 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Tap Explosion Dim W1.png differ diff --git a/NoteSkins/dance/vivid/Down Tap Explosion Dim W2.png b/NoteSkins/dance/vivid/Down Tap Explosion Dim W2.png new file mode 100644 index 0000000000..7349317969 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Tap Explosion Dim W2.png differ diff --git a/NoteSkins/dance/vivid/Down Tap Explosion Dim W3.png b/NoteSkins/dance/vivid/Down Tap Explosion Dim W3.png new file mode 100644 index 0000000000..e45ff78449 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Tap Explosion Dim W3.png differ diff --git a/NoteSkins/dance/vivid/Down Tap Explosion Dim W4.png b/NoteSkins/dance/vivid/Down Tap Explosion Dim W4.png new file mode 100644 index 0000000000..1814f24b8d Binary files /dev/null and b/NoteSkins/dance/vivid/Down Tap Explosion Dim W4.png differ diff --git a/NoteSkins/dance/vivid/Down Tap Explosion Dim W5.png b/NoteSkins/dance/vivid/Down Tap Explosion Dim W5.png new file mode 100644 index 0000000000..366385c000 Binary files /dev/null and b/NoteSkins/dance/vivid/Down Tap Explosion Dim W5.png differ diff --git a/NoteSkins/dance/vivid/Down Tap Mine.lua b/NoteSkins/dance/vivid/Down Tap Mine.lua new file mode 100644 index 0000000000..d0e5ad575d --- /dev/null +++ b/NoteSkins/dance/vivid/Down Tap Mine.lua @@ -0,0 +1,8 @@ +local t = Def.Model { + Meshes="_mine model.txt"; + Materials="_mine model.txt"; + Bones="_mine model.txt"; +}; + +return t; + diff --git a/NoteSkins/dance/vivid/Down Tap Note.lua b/NoteSkins/dance/vivid/Down Tap Note.lua new file mode 100644 index 0000000000..7ae4e99419 --- /dev/null +++ b/NoteSkins/dance/vivid/Down Tap Note.lua @@ -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; diff --git a/NoteSkins/dance/vivid/Fallback Explosion.lua b/NoteSkins/dance/vivid/Fallback Explosion.lua new file mode 100644 index 0000000000..72192f0648 --- /dev/null +++ b/NoteSkins/dance/vivid/Fallback Explosion.lua @@ -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; \ No newline at end of file diff --git a/NoteSkins/dance/vivid/NoteSkin.lua b/NoteSkins/dance/vivid/NoteSkin.lua new file mode 100644 index 0000000000..528a1005b7 --- /dev/null +++ b/NoteSkins/dance/vivid/NoteSkin.lua @@ -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; diff --git a/NoteSkins/dance/vivid/_Down Receptor Go 4x1.png b/NoteSkins/dance/vivid/_Down Receptor Go 4x1.png new file mode 100644 index 0000000000..7f6a9b9c4f Binary files /dev/null and b/NoteSkins/dance/vivid/_Down Receptor Go 4x1.png differ diff --git a/NoteSkins/dance/vivid/_Down Roll Body active 4x1.png b/NoteSkins/dance/vivid/_Down Roll Body active 4x1.png new file mode 100644 index 0000000000..b920818981 Binary files /dev/null and b/NoteSkins/dance/vivid/_Down Roll Body active 4x1.png differ diff --git a/NoteSkins/dance/vivid/_Down Roll BottomCap active 4x1.png b/NoteSkins/dance/vivid/_Down Roll BottomCap active 4x1.png new file mode 100644 index 0000000000..08364be79c Binary files /dev/null and b/NoteSkins/dance/vivid/_Down Roll BottomCap active 4x1.png differ diff --git a/NoteSkins/dance/vivid/_down tap note model.txt b/NoteSkins/dance/vivid/_down tap note model.txt new file mode 100644 index 0000000000..0b5accc4f8 --- /dev/null +++ b/NoteSkins/dance/vivid/_down tap note model.txt @@ -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 \ No newline at end of file diff --git a/NoteSkins/dance/vivid/_mine ani tex.ini b/NoteSkins/dance/vivid/_mine ani tex.ini new file mode 100644 index 0000000000..c2671c5ee1 --- /dev/null +++ b/NoteSkins/dance/vivid/_mine ani tex.ini @@ -0,0 +1,4 @@ +[AnimatedTexture] +TexVelocityX=+1 +Frame0000=_mine tex.png +Delay0000=1 diff --git a/NoteSkins/dance/vivid/_mine model.txt b/NoteSkins/dance/vivid/_mine model.txt new file mode 100644 index 0000000000..3241c5fbb2 --- /dev/null +++ b/NoteSkins/dance/vivid/_mine model.txt @@ -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 diff --git a/NoteSkins/dance/vivid/_mine tex.png b/NoteSkins/dance/vivid/_mine tex.png new file mode 100644 index 0000000000..e27b6a1542 Binary files /dev/null and b/NoteSkins/dance/vivid/_mine tex.png differ diff --git a/NoteSkins/dance/vivid/down hold explosion.png b/NoteSkins/dance/vivid/down hold explosion.png new file mode 100644 index 0000000000..653ca01ad3 Binary files /dev/null and b/NoteSkins/dance/vivid/down hold explosion.png differ diff --git a/NoteSkins/dance/vivid/metrics.ini b/NoteSkins/dance/vivid/metrics.ini new file mode 100644 index 0000000000..d38b1f9ebe --- /dev/null +++ b/NoteSkins/dance/vivid/metrics.ini @@ -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 \ No newline at end of file diff --git a/NoteSkins/dance/vivid/model.txt b/NoteSkins/dance/vivid/model.txt new file mode 100644 index 0000000000..ebdda6c40c --- /dev/null +++ b/NoteSkins/dance/vivid/model.txt @@ -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 \ No newline at end of file diff --git a/NoteSkins/dance/vivid/textures/Tap Note ani texture.ini b/NoteSkins/dance/vivid/textures/Tap Note ani texture.ini new file mode 100644 index 0000000000..8d789ac3c4 --- /dev/null +++ b/NoteSkins/dance/vivid/textures/Tap Note ani texture.ini @@ -0,0 +1,5 @@ +[AnimatedTexture] +TexVelocityY=1 +TexOffsetX=0 +Frame0000=Tap Note parts (mipmaps).png +Delay0000=1.0 diff --git a/NoteSkins/dance/vivid/textures/Tap Note parts (mipmaps).png b/NoteSkins/dance/vivid/textures/Tap Note parts (mipmaps).png new file mode 100644 index 0000000000..4ad061fbc7 Binary files /dev/null and b/NoteSkins/dance/vivid/textures/Tap Note parts (mipmaps).png differ