Add Noteskins
Added: - Cel (classic) - Metal (classic) - Cyber (LightningXCE's) - Enchantment - Peter's Note - Peter's Rainbow - Peter's Vivid Removed: - All stock noteskins besides default
|
After Width: | Height: | Size: 7.4 KiB |
|
After Width: | Height: | Size: 6.9 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
@@ -0,0 +1,68 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.25;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0,75;
|
||||
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=cmd(diffusealpha,0.2);
|
||||
LiftCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
--[[
|
||||
Effecttiming Info
|
||||
|
||||
Effecttiming is one of the most anoying commands I have ever used
|
||||
Because there was no one able to tell me how it works
|
||||
But I found out how
|
||||
|
||||
The basic command is effecttiming,0,0,0,0
|
||||
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
|
||||
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
|
||||
The second 0 is the ammount of time effectcolor1 stays
|
||||
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
|
||||
The last 0 is the ammount of tume effectcolor2 stays
|
||||
Every 0 can change value to as high as possible
|
||||
|
||||
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
|
||||
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
|
||||
]]
|
||||
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 3.0 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 8.7 KiB |
|
After Width: | Height: | Size: 9.5 KiB |
@@ -0,0 +1,8 @@
|
||||
local t = Def.Model {
|
||||
Meshes="_mine model.txt";
|
||||
Materials="_mine model.txt";
|
||||
Bones="_mine model.txt";
|
||||
};
|
||||
|
||||
return t;
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
local t = Def.Model {
|
||||
Meshes=NOTESKIN:GetPath('_down','tap note model');
|
||||
Materials=NOTESKIN:GetPath('_down','tap note model');
|
||||
Bones=NOTESKIN:GetPath('_down','tap note model');
|
||||
};
|
||||
|
||||
return t;
|
||||
@@ -0,0 +1,122 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
|
||||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
|
||||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
|
||||
local t = Def.ActorFrame {
|
||||
--Hold Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
|
||||
};
|
||||
--Roll Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
|
||||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
|
||||
InitCommand=cmd(playcommand,"RollOff";finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
--We use this for Seperate Explosions for every Judgement
|
||||
Def.ActorFrame {
|
||||
--W1 aka Marvelous Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W1 aka Marvelous Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W2 aka Perfect Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W2 aka Perfect Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W3 aka Great Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W3 aka Great Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W4 aka Good Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W4 aka Good Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W5 aka Boo Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W5 aka Boo Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
--Mine Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
|
||||
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
|
||||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
|
||||
};
|
||||
}
|
||||
return t;
|
||||
@@ -1,137 +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
|
||||
--If you only want some files to be redirected take a look at the "custom hold/roll per direction"
|
||||
ret.RedirTable =
|
||||
{
|
||||
--PIU
|
||||
Center = "Center",
|
||||
DownLeft = "DownLeft", -- for PIU and dance
|
||||
DownRight = "DownLeft", -- for PIU and dance
|
||||
UpLeft = "DownLeft",
|
||||
UpRight = "DownLeft",
|
||||
--Dance
|
||||
Down = "Down",
|
||||
Up = "Down",
|
||||
Left = "Down",
|
||||
Right = "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);
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
if not string.find(sElement, "Head") and
|
||||
not string.find(sElement, "Explosion") then
|
||||
if string.find(sElement, "Hold") or
|
||||
string.find(sElement, "Roll") then
|
||||
if Var "Button" == "Down" or Var "Button" == "Up" or Var "Button" == "Left" or Var "Button" == "Right" then
|
||||
sButton = "Down";
|
||||
else
|
||||
sButton = "Center";
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- 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
|
||||
|
||||
if sElement == "Tap Explosion Dim" or
|
||||
sElement == "Hold Explosion" or
|
||||
sElement == "Roll Explosion"
|
||||
then
|
||||
sElement = "Tap Explosion Bright";
|
||||
end
|
||||
|
||||
if sElement == "Tap Mine"
|
||||
then
|
||||
sButton = "Down";
|
||||
end
|
||||
|
||||
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"] = true,
|
||||
["Tap Explosion Dim"] = 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 =
|
||||
{
|
||||
--PIU
|
||||
Center = 0,
|
||||
DownLeft = 0,
|
||||
DownRight = -90,
|
||||
UpLeft = 90,
|
||||
UpRight = 180,
|
||||
--Dance
|
||||
Down = 0,
|
||||
Up = 180,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["HitMine Explosion"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
--I am the bone of my noteskin
|
||||
--Arrows are my body, and explosions are my blood
|
||||
--I have created over a thousand noteskins
|
||||
--Unknown to death
|
||||
--Nor known to life
|
||||
--Have withstood pain to create many noteskins
|
||||
--Yet these hands will never hold anything
|
||||
--So as I pray, Unlimited Stepman Works
|
||||
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--Defining on which direction the other directions should be bassed on
|
||||
--This will let us use less files which is quite handy to keep the noteskin directory nice
|
||||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
-- <
|
||||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
|
||||
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
|
||||
--Also check out commen it has a load of lua codes in files there
|
||||
--Just play a bit with lua its not that hard if you understand coding
|
||||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
-- Instead of separate hold heads, use the tap note graphics.
|
||||
if sElement == "Hold Head Inactive" or
|
||||
sElement == "Hold Head Active" or
|
||||
sElement == "Roll Head Inactive" or
|
||||
sElement == "Roll Head Active" or
|
||||
sElement == "Tap Fake"
|
||||
then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
-- Parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright W1"] = true,
|
||||
["Tap Explosion Dim W1"] = true,
|
||||
["Tap Explosion Bright W2"] = true,
|
||||
["Tap Explosion Dim W2"] = true,
|
||||
["Tap Explosion Bright W3"] = true,
|
||||
["Tap Explosion Dim W3"] = true,
|
||||
["Tap Explosion Bright W4"] = true,
|
||||
["Tap Explosion Dim W4"] = true,
|
||||
["Tap Explosion Bright W5"] = true,
|
||||
["Tap Explosion Dim W5"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
-- Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Topcap Active"] = true,
|
||||
["Hold Topcap Inactive"] = true,
|
||||
["Roll Topcap Active"] = true,
|
||||
["Roll Topcap Inactive"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 74 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
@@ -0,0 +1,340 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"cells" 1 1
|
||||
77
|
||||
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 -3.011452 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 0.000000 -28.242641 3.011776 0.123275 0.948597 -1
|
||||
1 29.242641 1.000000 3.011776 0.239318 0.480852 -1
|
||||
1 0.000000 -24.000000 7.500001 0.123275 0.880735 -1
|
||||
1 25.000000 1.000000 7.500001 0.222482 0.480852 -1
|
||||
1 19.000000 11.242641 3.011776 0.198672 0.317017 -1
|
||||
1 19.000000 7.000000 7.500001 0.198672 0.384880 -1
|
||||
1 9.000000 1.242640 3.011776 0.158989 0.476971 -1
|
||||
1 6.000000 -6.000000 7.500001 0.147084 0.592819 -1
|
||||
1 9.000000 28.000000 3.011776 0.158989 0.048978 -1
|
||||
1 6.000000 25.000000 7.500001 0.147084 0.096964 -1
|
||||
1 -9.000000 28.000000 3.011776 0.087560 0.048978 -1
|
||||
1 -6.000000 25.000000 7.500001 0.099465 0.096964 -1
|
||||
1 -9.000000 1.242640 3.011776 0.087560 0.476971 -1
|
||||
1 -6.000000 -6.000000 7.500001 0.099465 0.592819 -1
|
||||
1 -19.000000 11.242641 3.011776 0.047877 0.317017 -1
|
||||
1 -19.000000 7.000000 7.500001 0.047877 0.384880 -1
|
||||
1 -29.242641 1.000000 3.011776 0.007232 0.480852 -1
|
||||
1 -25.000000 1.000000 7.500001 0.024068 0.480852 -1
|
||||
1 0.003530 -23.438393 7.499528 0.123289 0.871752 -1
|
||||
1 24.219559 0.792938 7.499528 0.219384 0.484163 -1
|
||||
1 19.000000 6.000001 7.499528 0.198672 0.400875 -1
|
||||
1 -18.986691 6.000001 7.499528 0.047930 0.400875 -1
|
||||
1 -24.206251 0.792942 7.499528 0.027217 0.484163 -1
|
||||
1 29.242641 1.000000 -3.011452 0.239318 0.480852 -1
|
||||
1 0.000000 -28.242641 -3.011452 0.123275 0.948597 -1
|
||||
1 0.000000 -24.000000 -7.499676 0.123275 0.880735 -1
|
||||
1 25.000000 1.000000 -7.499676 0.222482 0.480852 -1
|
||||
1 19.000000 11.242641 -3.011452 0.198672 0.317017 -1
|
||||
1 19.000000 7.000000 -7.499676 0.198672 0.384880 -1
|
||||
1 9.000000 1.242640 -3.011452 0.158989 0.476971 -1
|
||||
1 6.000000 -6.000000 -7.499676 0.147084 0.592819 -1
|
||||
1 9.000000 28.000000 -3.011452 0.158989 0.048978 -1
|
||||
1 6.000000 25.000000 -7.499676 0.147084 0.096964 -1
|
||||
1 -9.000000 28.000000 -3.011452 0.087560 0.048978 -1
|
||||
1 -6.000000 25.000000 -7.499676 0.099465 0.096964 -1
|
||||
1 -9.000000 1.242640 -3.011452 0.087560 0.476971 -1
|
||||
1 -6.000000 -6.000000 -7.499676 0.099465 0.592819 -1
|
||||
1 -19.000000 11.242641 -3.011452 0.047877 0.317017 -1
|
||||
1 -19.000000 7.000000 -7.499676 0.047877 0.384880 -1
|
||||
1 -29.242641 1.000000 -3.011452 0.007232 0.480852 -1
|
||||
1 -25.000000 1.000000 -7.499676 0.024068 0.480852 -1
|
||||
1 0.003530 -23.438393 -7.499203 0.123289 0.871752 -1
|
||||
1 24.219559 0.792938 -7.499203 0.219384 0.484163 -1
|
||||
1 19.000000 6.000001 -7.499203 0.198672 0.400875 -1
|
||||
1 -18.986691 6.000001 -7.499203 0.047930 0.400875 -1
|
||||
1 -24.206251 0.792942 -7.499203 0.027217 0.484163 -1
|
||||
1 6.006060 -7.009003 -7.500000 0.147108 0.608958 -1
|
||||
1 -6.013940 -7.009003 -7.499998 0.099409 0.608958 -1
|
||||
1 -6.013940 -7.009003 7.500000 0.099409 0.608958 -1
|
||||
1 6.006060 -7.009003 7.500000 0.147108 0.608958 -1
|
||||
77
|
||||
-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
|
||||
0.236107 -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
|
||||
-0.235428 -0.706283 0.667637
|
||||
0.706283 -0.235428 0.667637
|
||||
0.117196 -0.350616 0.929157
|
||||
0.350672 0.117271 0.929127
|
||||
0.235428 0.706283 0.667637
|
||||
-0.117125 0.350805 0.929095
|
||||
-0.166452 0.568302 0.805808
|
||||
0.278136 0.151923 0.948451
|
||||
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
|
||||
0.088939 0.303988 0.948515
|
||||
0.235428 0.706283 0.667637
|
||||
-0.143003 0.428769 0.892024
|
||||
-0.706283 0.235428 0.667637
|
||||
-0.350752 -0.117060 0.929123
|
||||
-0.000278 0.000836 1.000000
|
||||
-0.000592 -0.000043 1.000000
|
||||
0.000013 -0.000316 1.000000
|
||||
0.000106 -0.000355 1.000000
|
||||
0.000705 0.000390 1.000000
|
||||
0.706282 -0.235427 -0.667637
|
||||
-0.235427 -0.706282 -0.667637
|
||||
0.117196 -0.350616 -0.929157
|
||||
0.350672 0.117271 -0.929127
|
||||
0.235427 0.706282 -0.667637
|
||||
-0.117125 0.350805 -0.929095
|
||||
-0.166452 0.568301 -0.805808
|
||||
0.278062 0.152007 -0.948459
|
||||
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
|
||||
0.089011 0.304060 -0.948485
|
||||
0.235428 0.706283 -0.667637
|
||||
-0.143003 0.428769 -0.892024
|
||||
-0.706282 0.235428 -0.667637
|
||||
-0.350751 -0.117060 -0.929123
|
||||
-0.000278 0.000836 -1.000000
|
||||
-0.000592 -0.000043 -1.000000
|
||||
-0.000086 -0.000209 -1.000000
|
||||
0.000179 -0.000276 -1.000000
|
||||
0.000705 0.000390 -1.000000
|
||||
-0.000258 0.000319 -1.000000
|
||||
0.000255 0.000315 -1.000000
|
||||
-0.000036 0.000000 1.000000
|
||||
0.000037 -0.000001 1.000000
|
||||
96
|
||||
1 0 1 2 0 1 2 5
|
||||
1 1 3 2 1 3 2 5
|
||||
1 1 4 3 1 4 3 5
|
||||
1 4 5 3 4 5 3 5
|
||||
1 4 6 5 4 6 5 5
|
||||
1 6 7 5 6 7 5 5
|
||||
1 6 8 7 6 8 7 5
|
||||
1 8 9 7 8 9 7 5
|
||||
1 8 10 9 8 10 9 5
|
||||
1 10 11 9 10 11 9 5
|
||||
1 10 12 11 10 12 11 5
|
||||
1 12 13 11 12 13 11 5
|
||||
1 12 14 13 12 14 13 5
|
||||
1 14 15 13 14 15 13 5
|
||||
1 14 16 15 14 16 15 5
|
||||
1 16 17 15 16 17 15 5
|
||||
1 16 0 17 16 0 17 5
|
||||
1 0 2 17 0 2 17 5
|
||||
1 1 0 18 1 0 18 5
|
||||
1 19 1 18 19 1 18 5
|
||||
1 4 1 19 4 1 19 5
|
||||
1 20 4 19 20 4 19 5
|
||||
1 6 4 20 6 4 20 5
|
||||
1 21 6 20 21 6 20 5
|
||||
1 8 6 21 8 6 21 5
|
||||
1 22 8 21 22 8 21 5
|
||||
1 10 8 22 10 8 22 5
|
||||
1 23 10 22 23 10 22 5
|
||||
1 12 10 23 12 10 23 5
|
||||
1 24 12 23 24 12 23 5
|
||||
1 14 12 24 14 12 24 5
|
||||
1 25 14 24 25 14 24 5
|
||||
1 16 14 25 16 14 25 5
|
||||
1 26 16 25 26 16 25 5
|
||||
1 0 16 26 0 16 26 5
|
||||
1 18 0 26 18 0 26 5
|
||||
1 27 28 29 27 28 29 5
|
||||
1 28 30 29 28 30 29 5
|
||||
1 28 31 30 28 31 30 5
|
||||
1 31 32 30 31 32 30 5
|
||||
1 31 33 32 31 33 32 5
|
||||
1 33 34 32 33 34 32 5
|
||||
1 33 35 34 33 35 34 5
|
||||
1 35 36 34 35 36 34 5
|
||||
1 35 37 36 35 37 36 5
|
||||
1 37 38 36 37 38 36 5
|
||||
1 37 39 38 37 39 38 5
|
||||
1 39 40 38 39 40 38 5
|
||||
1 39 41 40 39 41 40 5
|
||||
1 41 42 40 41 42 40 5
|
||||
1 41 43 42 41 43 42 5
|
||||
1 43 44 42 43 44 42 5
|
||||
1 43 27 44 43 27 44 5
|
||||
1 27 29 44 27 29 44 5
|
||||
1 45 29 30 45 29 30 5
|
||||
1 45 30 46 45 30 46 5
|
||||
1 46 30 32 46 30 32 5
|
||||
1 46 32 47 46 32 47 5
|
||||
1 48 42 44 48 42 44 5
|
||||
1 48 44 49 48 44 49 5
|
||||
1 49 44 29 49 44 29 5
|
||||
1 49 29 45 49 29 45 5
|
||||
1 50 51 52 50 51 52 5
|
||||
1 53 50 52 53 50 52 5
|
||||
1 54 50 53 54 50 53 5
|
||||
1 55 54 53 55 54 53 5
|
||||
1 56 54 55 56 54 55 5
|
||||
1 57 56 55 57 56 55 5
|
||||
1 58 56 57 58 56 57 5
|
||||
1 59 58 57 59 58 57 5
|
||||
1 60 58 59 60 58 59 5
|
||||
1 61 60 59 61 60 59 5
|
||||
1 62 60 61 62 60 61 5
|
||||
1 63 62 61 63 62 61 5
|
||||
1 64 62 63 64 62 63 5
|
||||
1 65 64 63 65 64 63 5
|
||||
1 66 64 65 66 64 65 5
|
||||
1 67 66 65 67 66 65 5
|
||||
1 51 66 67 51 66 67 5
|
||||
1 52 51 67 52 51 67 5
|
||||
1 52 68 53 52 68 53 5
|
||||
1 53 68 69 53 68 69 5
|
||||
1 53 69 55 53 69 55 5
|
||||
1 55 69 70 55 69 70 5
|
||||
1 65 71 67 65 71 67 5
|
||||
1 67 71 72 67 71 72 5
|
||||
1 67 72 52 67 72 52 5
|
||||
1 52 72 68 52 72 68 5
|
||||
1 70 73 57 70 73 57 5
|
||||
1 57 55 70 57 55 70 5
|
||||
1 63 74 71 63 74 71 5
|
||||
1 71 65 63 71 65 63 5
|
||||
1 42 48 40 42 48 40 5
|
||||
1 40 48 75 40 48 75 5
|
||||
1 34 76 47 34 76 47 5
|
||||
1 47 32 34 47 32 34 5
|
||||
"scroller" 0 0
|
||||
24
|
||||
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 6.006312 24.996647 7.499848 0.536908 0.304369 -1
|
||||
0 0.003543 24.996647 7.499848 0.534050 0.362718 -1
|
||||
0 0.006705 -12.935379 7.499525 0.553190 0.752250 -1
|
||||
0 6.006312 -7.000127 7.499848 0.553076 0.633043 -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 -6.002801 24.996647 7.499848 0.536908 0.304369 -1
|
||||
0 -6.002801 -7.000127 7.499848 0.553076 0.633043 -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 0.003543 24.996647 -7.499523 0.534050 0.362718 -1
|
||||
0 6.006312 24.996647 -7.499523 0.536908 0.304369 -1
|
||||
0 0.006705 -12.935379 -7.499200 0.553190 0.752250 -1
|
||||
0 6.006312 -7.000127 -7.499523 0.553076 0.633043 -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 -6.002801 24.996647 -7.499523 0.536908 0.304369 -1
|
||||
0 -6.002801 -7.000127 -7.499523 0.553076 0.633043 -1
|
||||
14
|
||||
0.000000 0.000000 1.000000
|
||||
-0.000027 -0.000004 1.000000
|
||||
0.000000 -0.000009 1.000000
|
||||
-0.000000 -0.000004 1.000000
|
||||
-0.000054 0.000000 1.000000
|
||||
0.000027 -0.000004 1.000000
|
||||
0.000054 0.000000 1.000000
|
||||
0.000000 0.000000 -1.000000
|
||||
0.000000 -0.000009 -1.000000
|
||||
-0.000027 -0.000004 -1.000000
|
||||
-0.000000 -0.000004 -1.000000
|
||||
-0.000054 0.000000 -1.000000
|
||||
0.000027 -0.000004 -1.000000
|
||||
0.000054 0.000000 -1.000000
|
||||
16
|
||||
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 1 0 8 0 0 0 1
|
||||
0 8 0 9 0 0 0 1
|
||||
0 5 10 6 2 5 3 1
|
||||
0 6 10 11 3 5 6 1
|
||||
0 12 13 14 7 7 7 1
|
||||
0 14 13 15 7 7 7 1
|
||||
0 16 17 18 8 9 10 1
|
||||
0 18 17 19 10 9 11 1
|
||||
0 13 12 20 7 7 7 1
|
||||
0 13 20 21 7 7 7 1
|
||||
0 22 16 18 12 8 10 1
|
||||
0 22 18 23 12 10 13 1
|
||||
|
||||
Materials: 2
|
||||
"01 - 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"
|
||||
""
|
||||
"nomove"
|
||||
0.200000 0.200000 0.200000 1.000000
|
||||
0.800000 0.800000 0.800000 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
0.000000 0.000000 0.000000 1.000000
|
||||
0.000000
|
||||
1.000000
|
||||
"textures/Tap Note parts (mipmaps).png"
|
||||
""
|
||||
|
||||
Bones: 0
|
||||
@@ -0,0 +1,4 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityX=+1
|
||||
Frame0000=_mine tex.png
|
||||
Delay0000=1
|
||||
@@ -0,0 +1,180 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 1
|
||||
"center" 0 0
|
||||
45
|
||||
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
|
||||
|
After Width: | Height: | Size: 8.5 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
@@ -1,243 +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=4
|
||||
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=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=0.5
|
||||
TapNoteAdditionTextureCoordOffsetY=0.125
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0.125
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0
|
||||
TapFakeAdditionTextureCoordOffsetX=0.5
|
||||
TapFakeAdditionTextureCoordOffsetY=0.1
|
||||
TapFakeNoteColorTextureCoordSpacingX=0
|
||||
TapFakeNoteColorTextureCoordSpacingY=0.125
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0.5
|
||||
HoldHeadAdditionTextureCoordOffsetY=0.125
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0.125
|
||||
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=1
|
||||
DrawRollHeadForTapsOnSameRow=1
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=1
|
||||
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=visible,false
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
HitMineCommand=visible,false
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;diffusealpha,.9;linear,0.1;zoom,2;diffusealpha,.3;linear,0.06;diffusealpha,0
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;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
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
#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=0.03125
|
||||
TapNoteNoteColorTextureCoordSpacingY=0
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0.03125
|
||||
TapFakeNoteColorTextureCoordSpacingY=0
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0.03125
|
||||
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=0.03125
|
||||
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=stoptweening;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=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
AvoidMineCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
@@ -0,0 +1,140 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"arrow" 0 0
|
||||
12
|
||||
0 0.000000 -24.000000 7.4500000 0.551018 0.908796 -1
|
||||
0 25.000000 1.000000 7.4500000 0.5510182 0.356369 -1
|
||||
0 19.000000 7.000000 7.4500000 0.546875 0.356369 -1
|
||||
0 6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
|
||||
0 6.000000 25.000000 7.4500000 0.536171 0.301126 -1
|
||||
0 0.000000 25.000000 7.4500000 0.534100 0.367417 -1
|
||||
0 -25.000000 1.000000 7.4500000 0.542731 0.356369 -1
|
||||
0 0.000000 -24.000000 7.4500000 0.542731 0.908796 -1
|
||||
0 0.000000 25.000000 7.4500000 0.559649 0.367417 -1
|
||||
0 -6.000000 25.000000 7.4500000 0.557578 0.301126 -1
|
||||
0 -6.000000 -6.000000 7.4500000 0.546875 0.643631 -1
|
||||
0 -19.000000 7.000000 7.4500000 0.546875 0.356369 -1
|
||||
2
|
||||
0.000000 0.000000 0.000000
|
||||
0.000000 0.000000 1.000000
|
||||
8
|
||||
0 4 5 0 1 1 1 11
|
||||
0 3 4 0 1 1 1 11
|
||||
0 3 0 1 1 1 1 11
|
||||
0 2 3 1 1 1 1 11
|
||||
0 10 11 6 1 1 1 11
|
||||
0 10 6 7 1 1 1 11
|
||||
0 10 7 8 1 1 1 11
|
||||
0 9 10 8 1 1 1 11
|
||||
"arrow" 0 0
|
||||
27
|
||||
3 0.000000 -31.071068 0.000000 0.125000 0.980509 -1
|
||||
3 32.071068 1.000000 0.000000 0.250277 0.479399 -1
|
||||
3 0.000000 -28.242641 0.000000 0.125000 0.936315 -1
|
||||
3 29.242641 1.000000 0.000000 0.239229 0.479399 -1
|
||||
3 19.000000 14.071068 0.000000 0.199218 0.275164 -1
|
||||
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
|
||||
|
After Width: | Height: | Size: 14 KiB |
|
After Width: | Height: | Size: 7.0 KiB |
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 5.3 KiB |
|
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 4.4 KiB |
@@ -0,0 +1,68 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.25;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0,75;
|
||||
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=cmd(diffusealpha,0.2);
|
||||
LiftCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
--[[
|
||||
Effecttiming Info
|
||||
|
||||
Effecttiming is one of the most anoying commands I have ever used
|
||||
Because there was no one able to tell me how it works
|
||||
But I found out how
|
||||
|
||||
The basic command is effecttiming,0,0,0,0
|
||||
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
|
||||
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
|
||||
The second 0 is the ammount of time effectcolor1 stays
|
||||
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
|
||||
The last 0 is the ammount of tume effectcolor2 stays
|
||||
Every 0 can change value to as high as possible
|
||||
|
||||
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
|
||||
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
|
||||
]]
|
||||
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 3.0 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 8.4 KiB |
|
After Width: | Height: | Size: 8.4 KiB |
|
After Width: | Height: | Size: 9.3 KiB |
|
After Width: | Height: | Size: 8.4 KiB |
|
After Width: | Height: | Size: 9.2 KiB |
@@ -0,0 +1,8 @@
|
||||
local t = Def.Model {
|
||||
Meshes="_mine model.txt";
|
||||
Materials="_mine model.txt";
|
||||
Bones="_mine model.txt";
|
||||
};
|
||||
|
||||
return t;
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
local t = Def.Model {
|
||||
Meshes=NOTESKIN:GetPath('_down','tap note model');
|
||||
Materials=NOTESKIN:GetPath('_down','tap note model');
|
||||
Bones=NOTESKIN:GetPath('_down','tap note model');
|
||||
};
|
||||
|
||||
return t;
|
||||
@@ -0,0 +1,122 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
|
||||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
|
||||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
|
||||
local t = Def.ActorFrame {
|
||||
--Hold Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
|
||||
};
|
||||
--Roll Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
|
||||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
|
||||
InitCommand=cmd(playcommand,"RollOff";finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
--We use this for Seperate Explosions for every Judgement
|
||||
Def.ActorFrame {
|
||||
--W1 aka Marvelous Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W1 aka Marvelous Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W2 aka Perfect Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W2 aka Perfect Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W3 aka Great Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W3 aka Great Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W4 aka Good Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W4 aka Good Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W5 aka Boo Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W5 aka Boo Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
--Mine Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
|
||||
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
|
||||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
|
||||
};
|
||||
}
|
||||
return t;
|
||||
@@ -1,137 +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
|
||||
--If you only want some files to be redirected take a look at the "custom hold/roll per direction"
|
||||
ret.RedirTable =
|
||||
{
|
||||
--PIU
|
||||
Center = "Center",
|
||||
DownLeft = "DownLeft", -- for PIU and dance
|
||||
DownRight = "DownLeft", -- for PIU and dance
|
||||
UpLeft = "DownLeft",
|
||||
UpRight = "DownLeft",
|
||||
--Dance
|
||||
Down = "Down",
|
||||
Up = "Down",
|
||||
Left = "Down",
|
||||
Right = "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);
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
if not string.find(sElement, "Head") and
|
||||
not string.find(sElement, "Explosion") then
|
||||
if string.find(sElement, "Hold") or
|
||||
string.find(sElement, "Roll") then
|
||||
if Var "Button" == "Down" or Var "Button" == "Up" or Var "Button" == "Left" or Var "Button" == "Right" then
|
||||
sButton = "Down";
|
||||
else
|
||||
sButton = "Center";
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- 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
|
||||
|
||||
if sElement == "Tap Explosion Dim" or
|
||||
sElement == "Hold Explosion" or
|
||||
sElement == "Roll Explosion"
|
||||
then
|
||||
sElement = "Tap Explosion Bright";
|
||||
end
|
||||
|
||||
if sElement == "Tap Mine"
|
||||
then
|
||||
sButton = "Down";
|
||||
end
|
||||
|
||||
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"] = true,
|
||||
["Tap Explosion Dim"] = 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 =
|
||||
{
|
||||
--PIU
|
||||
Center = 0,
|
||||
DownLeft = 0,
|
||||
DownRight = -90,
|
||||
UpLeft = 90,
|
||||
UpRight = 180,
|
||||
--Dance
|
||||
Down = 0,
|
||||
Up = 180,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["HitMine Explosion"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
--I am the bone of my noteskin
|
||||
--Arrows are my body, and explosions are my blood
|
||||
--I have created over a thousand noteskins
|
||||
--Unknown to death
|
||||
--Nor known to life
|
||||
--Have withstood pain to create many noteskins
|
||||
--Yet these hands will never hold anything
|
||||
--So as I pray, Unlimited Stepman Works
|
||||
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--Defining on which direction the other directions should be bassed on
|
||||
--This will let us use less files which is quite handy to keep the noteskin directory nice
|
||||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
-- <
|
||||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
|
||||
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
|
||||
--Also check out commen it has a load of lua codes in files there
|
||||
--Just play a bit with lua its not that hard if you understand coding
|
||||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
-- Instead of separate hold heads, use the tap note graphics.
|
||||
if sElement == "Hold Head Inactive" or
|
||||
sElement == "Hold Head Active" or
|
||||
sElement == "Roll Head Inactive" or
|
||||
sElement == "Roll Head Active" or
|
||||
sElement == "Tap Fake"
|
||||
then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
-- Parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright W1"] = true,
|
||||
["Tap Explosion Dim W1"] = true,
|
||||
["Tap Explosion Bright W2"] = true,
|
||||
["Tap Explosion Dim W2"] = true,
|
||||
["Tap Explosion Bright W3"] = true,
|
||||
["Tap Explosion Dim W3"] = true,
|
||||
["Tap Explosion Bright W4"] = true,
|
||||
["Tap Explosion Dim W4"] = true,
|
||||
["Tap Explosion Bright W5"] = true,
|
||||
["Tap Explosion Dim W5"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
-- Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Topcap Active"] = true,
|
||||
["Hold Topcap Inactive"] = true,
|
||||
["Roll Topcap Active"] = true,
|
||||
["Roll Topcap Inactive"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
After Width: | Height: | Size: 47 KiB |
|
After Width: | Height: | Size: 74 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
@@ -0,0 +1,275 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 2
|
||||
"scroller" 0 0
|
||||
20
|
||||
0 0.001002 23.808376 3.653356 0.121372 0.394081 -1
|
||||
0 0.001002 2.506413 3.653356 0.121458 0.632738 -1
|
||||
0 5.587903 23.808378 3.653355 0.121395 0.332525 -1
|
||||
0 5.587903 8.093306 3.653355 0.121458 0.509626 -1
|
||||
0 0.001002 -25.834566 3.653351 0.121567 0.941036 -1
|
||||
0 23.413769 -2.421811 3.653395 0.121567 0.425122 -1
|
||||
0 24.059582 -1.381673 3.653394 0.121566 0.406548 -1
|
||||
0 24.246153 -0.323626 3.653395 0.121562 0.392835 -1
|
||||
0 24.028982 0.908014 3.653397 0.121556 0.381657 -1
|
||||
0 23.463015 2.002876 3.653399 0.121549 0.375830 -1
|
||||
0 18.891153 6.586157 3.653357 0.121514 0.375704 -1
|
||||
0 0.001002 -12.303988 3.653360 0.121514 0.791960 -1
|
||||
0 -5.585898 23.808380 3.653357 0.121395 0.332525 -1
|
||||
0 -5.585898 8.093306 3.653357 0.121458 0.509626 -1
|
||||
0 -23.411764 -2.421811 3.653396 0.121567 0.425122 -1
|
||||
0 -24.057579 -1.381673 3.653395 0.121566 0.406548 -1
|
||||
0 -24.244150 -0.323626 3.653396 0.121562 0.392835 -1
|
||||
0 -24.026979 0.908014 3.653398 0.121556 0.381657 -1
|
||||
0 -23.461012 2.002876 3.653401 0.121549 0.375830 -1
|
||||
0 -18.889149 6.586157 3.653359 0.121514 0.375704 -1
|
||||
17
|
||||
0.000000 0.000000 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
-0.000000 0.000001 1.000000
|
||||
-0.000007 0.000005 1.000000
|
||||
-0.000004 0.000002 1.000000
|
||||
-0.000001 -0.000001 1.000000
|
||||
0.000000 -0.000002 1.000000
|
||||
-0.000003 0.000001 1.000000
|
||||
-0.000003 0.000001 1.000000
|
||||
0.000000 -0.000001 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
0.000007 0.000006 1.000000
|
||||
0.000004 0.000002 1.000000
|
||||
0.000001 -0.000001 1.000000
|
||||
-0.000000 -0.000002 1.000000
|
||||
0.000003 0.000000 1.000000
|
||||
0.000003 0.000001 1.000000
|
||||
16
|
||||
0 0 1 2 0 0 1 1
|
||||
0 2 1 3 1 0 1 1
|
||||
0 4 5 6 2 3 4 1
|
||||
0 4 6 7 2 4 5 1
|
||||
0 4 7 8 2 5 6 1
|
||||
0 4 8 9 2 6 7 1
|
||||
0 4 9 10 2 7 8 1
|
||||
0 4 10 11 2 8 9 1
|
||||
0 1 0 12 0 0 10 1
|
||||
0 1 12 13 0 10 10 1
|
||||
0 14 4 15 11 2 12 1
|
||||
0 15 4 16 12 2 13 1
|
||||
0 16 4 17 13 2 14 1
|
||||
0 17 4 18 14 2 15 1
|
||||
0 18 4 19 15 2 16 1
|
||||
0 19 4 11 16 2 9 1
|
||||
"shell" 0 1
|
||||
43
|
||||
0 5.587901 24.710808 7.539358 0.070435 0.090937 -1
|
||||
0 0.001002 3.408843 7.539361 0.059155 0.427351 -1
|
||||
0 5.587903 8.995735 7.539358 0.070435 0.339119 -1
|
||||
0 18.894997 13.654608 -0.232647 0.097301 0.265544 -1
|
||||
0 0.001000 -5.239383 -0.232645 0.059155 0.563929 -1
|
||||
0 0.001000 -8.320470 -0.232643 0.059155 0.612587 -1
|
||||
0 18.893072 10.571597 -0.232645 0.097297 0.314233 -1
|
||||
0 26.116858 2.515843 -0.232602 0.111881 0.441454 -1
|
||||
0 26.132166 -1.271435 -0.232604 0.111912 0.501265 -1
|
||||
0 0.001000 -28.013229 -0.232645 0.059155 0.923587 -1
|
||||
0 0.001000 -31.094315 -0.232643 0.059155 0.972245 -1
|
||||
0 0.001000 -2.753332 -0.232643 0.059155 0.524667 -1
|
||||
0 9.945214 7.190873 -0.232643 0.079232 0.367623 -1
|
||||
0 7.766555 8.093304 -0.232643 0.074833 0.353371 -1
|
||||
0 0.001000 0.327756 -0.232643 0.059155 0.476010 -1
|
||||
0 9.945214 29.068127 -0.232643 0.079232 0.022124 -1
|
||||
0 7.766555 26.889465 -0.232643 0.074833 0.056531 -1
|
||||
0 0.001000 -11.401560 7.539365 0.059155 0.661246 -1
|
||||
0 18.891153 7.488587 7.539361 0.097294 0.362921 -1
|
||||
0 24.028986 1.810443 7.539400 0.107666 0.452594 -1
|
||||
0 26.458412 0.578805 -0.232603 0.112571 0.472045 -1
|
||||
0 24.246153 0.578804 7.539397 0.108104 0.472045 -1
|
||||
0 24.059582 -0.479245 7.539396 0.107728 0.488753 -1
|
||||
0 0.001002 -24.932140 7.539353 0.059155 0.874929 -1
|
||||
0 28.535711 -2.559606 -0.232604 0.116765 0.521609 -1
|
||||
0 28.535711 4.013888 -0.232611 0.116765 0.417796 -1
|
||||
0 -5.585899 24.710808 7.539361 0.047876 0.090937 -1
|
||||
0 -5.585899 8.995735 7.539361 0.047876 0.339119 -1
|
||||
0 -18.892998 13.654608 -0.232647 0.021010 0.265544 -1
|
||||
0 -18.891073 10.571598 -0.232645 0.021014 0.314233 -1
|
||||
0 -26.114859 2.515843 -0.232602 0.006429 0.441454 -1
|
||||
0 -26.130167 -1.271435 -0.232604 0.006398 0.501265 -1
|
||||
0 -9.943213 7.190874 -0.232643 0.039079 0.367623 -1
|
||||
0 -7.764555 8.093305 -0.232643 0.043477 0.353371 -1
|
||||
0 -9.943213 29.068129 -0.232643 0.039079 0.022124 -1
|
||||
0 -7.764555 26.889469 -0.232643 0.043477 0.056530 -1
|
||||
0 -18.889156 7.488588 7.539361 0.021017 0.362921 -1
|
||||
0 -24.026985 1.810443 7.539400 0.010645 0.452594 -1
|
||||
0 -26.456413 0.578805 -0.232603 0.005740 0.472045 -1
|
||||
0 -24.244150 0.578803 7.539397 0.010206 0.472045 -1
|
||||
0 -24.057585 -0.479244 7.539397 0.010583 0.488753 -1
|
||||
0 -28.533712 -2.559606 -0.232604 0.001546 0.521609 -1
|
||||
0 -28.533712 4.013888 -0.232610 0.001546 0.417796 -1
|
||||
74
|
||||
0.000000 0.000000 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
0.000001 0.000000 1.000000
|
||||
-0.000001 0.000002 1.000000
|
||||
-0.000000 0.000001 1.000000
|
||||
-0.000000 0.000001 1.000000
|
||||
-0.000003 0.000001 1.000000
|
||||
-0.000000 0.000002 1.000000
|
||||
-0.000001 -0.000000 1.000000
|
||||
0.000000 0.000001 1.000000
|
||||
-0.000000 -0.000000 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
-0.680861 0.680862 0.269917
|
||||
-0.680861 0.680862 0.269917
|
||||
-0.680861 0.680862 0.269917
|
||||
0.821483 0.503413 0.267844
|
||||
0.719662 0.645339 0.256172
|
||||
0.718649 0.647344 0.253947
|
||||
0.900462 0.338860 0.272656
|
||||
0.960262 0.056439 0.273333
|
||||
0.960262 -0.056444 0.273334
|
||||
0.895743 -0.349694 0.274514
|
||||
0.805363 -0.525737 0.273843
|
||||
0.689349 -0.675913 0.260653
|
||||
0.686780 -0.675705 0.267873
|
||||
0.680861 -0.680862 0.269917
|
||||
0.926589 -0.242029 0.287845
|
||||
0.826337 -0.484058 0.287845
|
||||
0.680861 -0.680862 0.269917
|
||||
0.962884 0.000000 0.269916
|
||||
0.962884 0.000000 0.269916
|
||||
0.000000 -0.000000 1.000000
|
||||
-0.000001 -0.000001 1.000000
|
||||
-0.000000 -0.000002 1.000000
|
||||
-0.000002 -0.000000 1.000000
|
||||
-0.000002 0.000001 1.000000
|
||||
-0.000000 -0.000001 1.000000
|
||||
0.000000 -0.000000 1.000000
|
||||
0.000002 0.000002 1.000000
|
||||
0.000002 0.000000 1.000000
|
||||
0.000000 0.000000 1.000000
|
||||
0.000001 0.000002 1.000000
|
||||
0.000003 0.000001 1.000000
|
||||
0.000000 0.000002 1.000000
|
||||
0.000001 -0.000000 1.000000
|
||||
0.680861 0.680862 0.269917
|
||||
0.680861 0.680862 0.269917
|
||||
0.680861 0.680862 0.269917
|
||||
-0.719662 0.645339 0.256172
|
||||
-0.821483 0.503413 0.267844
|
||||
-0.718649 0.647344 0.253947
|
||||
-0.900463 0.338859 0.272657
|
||||
-0.960262 0.056439 0.273334
|
||||
-0.960262 -0.056443 0.273334
|
||||
-0.895744 -0.349692 0.274514
|
||||
-0.805364 -0.525736 0.273844
|
||||
-0.689349 -0.675913 0.260653
|
||||
-0.686779 -0.675705 0.267873
|
||||
-0.926589 -0.242029 0.287845
|
||||
-0.680861 -0.680862 0.269917
|
||||
-0.826337 -0.484058 0.287845
|
||||
-0.680861 -0.680862 0.269917
|
||||
-0.962884 0.000000 0.269917
|
||||
-0.962884 0.000000 0.269917
|
||||
0.000002 0.000000 1.000000
|
||||
0.000001 -0.000001 1.000000
|
||||
0.000002 -0.000000 1.000000
|
||||
0.000002 0.000001 1.000000
|
||||
-0.000000 -0.000000 1.000000
|
||||
-0.000002 0.000002 1.000000
|
||||
-0.000002 0.000000 1.000000
|
||||
0.000000 0.962884 0.269917
|
||||
0.000000 0.962884 0.269917
|
||||
0.000000 0.962884 0.269917
|
||||
69
|
||||
0 0 1 2 0 1 2 1
|
||||
0 3 4 5 3 4 5 1
|
||||
0 5 6 3 5 6 3 1
|
||||
0 6 7 3 6 7 3 1
|
||||
0 8 9 10 8 9 10 1
|
||||
0 11 12 13 11 11 11 1
|
||||
0 13 14 11 11 11 11 1
|
||||
0 12 15 16 11 11 11 1
|
||||
0 16 13 12 11 11 11 1
|
||||
0 6 5 17 12 13 12 2
|
||||
0 17 18 6 12 14 12 2
|
||||
0 7 6 18 15 16 17 3
|
||||
0 18 19 7 17 18 15 3
|
||||
0 20 7 19 19 15 18 3
|
||||
0 19 21 20 18 20 19 3
|
||||
0 8 20 21 21 19 20 3
|
||||
0 21 22 8 20 22 21 3
|
||||
0 9 8 22 23 21 22 3
|
||||
0 22 23 9 22 24 23 3
|
||||
0 14 13 2 25 26 27 2
|
||||
0 2 1 14 27 28 25 2
|
||||
0 13 16 0 26 29 30 2
|
||||
0 0 2 13 30 27 26 2
|
||||
0 23 22 21 31 32 33 1
|
||||
0 23 21 19 31 33 34 1
|
||||
0 23 19 18 31 34 35 1
|
||||
0 23 18 17 31 35 36 1
|
||||
0 8 10 24 8 10 37 1
|
||||
0 25 3 7 38 3 7 1
|
||||
0 20 8 24 39 8 37 1
|
||||
0 24 25 20 37 38 39 1
|
||||
0 25 7 20 38 7 39 1
|
||||
0 1 26 27 1 40 11 1
|
||||
0 4 28 5 4 41 5 1
|
||||
0 29 5 28 42 5 41 1
|
||||
0 30 29 28 43 42 41 1
|
||||
0 9 31 10 9 44 10 1
|
||||
0 32 11 33 11 11 11 1
|
||||
0 14 33 11 11 11 11 1
|
||||
0 34 32 35 11 11 11 1
|
||||
0 33 35 32 11 11 11 1
|
||||
0 5 29 17 45 46 46 3
|
||||
0 36 17 29 47 46 46 3
|
||||
0 29 30 36 48 49 50 2
|
||||
0 37 36 30 51 50 49 2
|
||||
0 30 38 37 49 52 51 2
|
||||
0 39 37 38 53 51 52 2
|
||||
0 38 31 39 52 54 53 2
|
||||
0 40 39 31 55 53 54 2
|
||||
0 31 9 40 54 56 55 2
|
||||
0 23 40 9 57 55 56 2
|
||||
0 33 14 27 58 59 60 3
|
||||
0 1 27 14 61 60 59 3
|
||||
0 35 33 26 62 58 63 3
|
||||
0 27 26 33 60 63 58 3
|
||||
0 40 23 39 64 31 65 1
|
||||
0 39 23 37 65 31 66 1
|
||||
0 37 23 36 66 31 67 1
|
||||
0 36 23 17 67 31 36 1
|
||||
0 10 31 41 10 44 68 1
|
||||
0 28 42 30 41 69 43 1
|
||||
0 31 38 41 44 70 68 1
|
||||
0 42 41 38 69 68 70 1
|
||||
0 30 42 38 43 69 70 1
|
||||
0 34 35 16 11 11 11 1
|
||||
0 34 16 15 11 11 11 1
|
||||
0 16 35 26 71 72 71 4
|
||||
0 16 26 0 71 71 73 4
|
||||
0 0 26 1 0 40 1 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
|
||||
@@ -0,0 +1,4 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityX=+1
|
||||
Frame0000=_mine tex.png
|
||||
Delay0000=1
|
||||
@@ -0,0 +1,180 @@
|
||||
// MilkShape 3D ASCII
|
||||
|
||||
Frames: 30
|
||||
Frame: 1
|
||||
|
||||
Meshes: 1
|
||||
"center" 0 0
|
||||
45
|
||||
0 -16.0 0.0 -1.0 0 0.75 0
|
||||
0 -11.31 -11.31 -1.0 0 0.75 0
|
||||
0 0.0 -16.0 -1.0 0 0.75 0
|
||||
0 11.31 -11.31 -1.0 0 0.75 0
|
||||
0 16.0 0.0 -1.0 0 0.75 0
|
||||
0 11.31 11.31 -1.0 0 0.75 0
|
||||
0 -0.0 16.0 -1.0 0 0.75 0
|
||||
0 -11.31 11.31 -1.0 0 0.75 0
|
||||
3 29.422066 0.009519 -0.944 0.999500 0.25 0
|
||||
3 25.401829 14.852878 -0.944 0.931249 0.1240015 0
|
||||
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
|
||||
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 7.0 KiB |
@@ -0,0 +1,243 @@
|
||||
#USW Metric Version V2
|
||||
#Made for Version Stepmania 5 Preview 2
|
||||
|
||||
#I am the bone of my noteskin
|
||||
#Arrows are my body, and explosions are my blood
|
||||
#I have created over a thousand noteskins
|
||||
#Unknown to death
|
||||
#Nor known to life
|
||||
#Have withstood pain to create many noteskins
|
||||
#Yet these hands will never hold anything
|
||||
#So as I pray, Unlimited Stepman Works
|
||||
|
||||
[Global]
|
||||
#Noteskin this noteskin falls back on
|
||||
#We normaly make this fallback on common
|
||||
#Because its the global noteskin every default fallsback on to
|
||||
FallbackNoteSkin=common
|
||||
|
||||
[NoteDisplay]
|
||||
#Noteskin Animation Lengths
|
||||
AnimationIsBeatBased=1
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationLength=2
|
||||
TapMineAnimationLength=1
|
||||
TapLiftAnimationLength=2
|
||||
TapFakeAnimationLength=2
|
||||
##Hold Parts
|
||||
HoldHeadAnimationLength=2
|
||||
HoldTopCapAnimationLength=2
|
||||
HoldBottomCapAnimationLength=2
|
||||
HoldBodyAnimationLength=2
|
||||
HoldTailAnimationLength=2
|
||||
##Roll Parts
|
||||
RollHeadAnimationLength=2
|
||||
RollTopCapAnimationLength=2
|
||||
RollBottomCapAnimationLength=2
|
||||
RollBodyAnimationLength=2
|
||||
RollTailAnimationLength=2
|
||||
|
||||
|
||||
#Define if noteskin is Vivid or not
|
||||
#Value 1 = true, Value 0 = false
|
||||
|
||||
##Tap Parts
|
||||
TapNoteAnimationIsVivid=0
|
||||
TapMineAnimationIsVivid=0
|
||||
TapFakeAnimationIsVivid=0
|
||||
TapLiftAnimationIsVivid=0
|
||||
##Hold Parts
|
||||
HoldHeadAnimationIsVivid=0
|
||||
HoldTopCapAnimationIsVivid=0
|
||||
HoldBodyAnimationIsVivid=0
|
||||
HoldBottomCapAnimationIsVivid=0
|
||||
HoldTailAnimationIsVivid=0
|
||||
##Roll Parts
|
||||
RollHeadAnimationIsVivid=0
|
||||
RollTopCapAnimationIsVivid=0
|
||||
RollBodyAnimationIsVivid=0
|
||||
RollBottomCapAnimationIsVivid=0
|
||||
RollTailAnimationIsVivid=0
|
||||
|
||||
|
||||
#Texture Coord Offset 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=0.125
|
||||
TapNoteNoteColorTextureCoordSpacingY=0
|
||||
TapMineAdditionTextureCoordOffsetX=0
|
||||
TapMineAdditionTextureCoordOffsetY=0
|
||||
TapMineNoteColorTextureCoordSpacingX=0
|
||||
TapMineNoteColorTextureCoordSpacingY=0
|
||||
TapLiftAdditionTextureCoordOffsetX=0
|
||||
TapLiftAdditionTextureCoordOffsetY=0
|
||||
TapLiftNoteColorTextureCoordSpacingX=0
|
||||
TapLiftNoteColorTextureCoordSpacingY=0
|
||||
TapFakeAdditionTextureCoordOffsetX=0
|
||||
TapFakeAdditionTextureCoordOffsetY=0
|
||||
TapFakeNoteColorTextureCoordSpacingX=0.125
|
||||
TapFakeNoteColorTextureCoordSpacingY=0
|
||||
##Hold Parts
|
||||
HoldHeadAdditionTextureCoordOffsetX=0
|
||||
HoldHeadAdditionTextureCoordOffsetY=0
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0.125
|
||||
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=0.125
|
||||
RollHeadNoteColorTextureCoordSpacingY=0
|
||||
RollTopCapAdditionTextureCoordOffsetX=0
|
||||
RollTopCapAdditionTextureCoordOffsetY=0
|
||||
RollTopCapNoteColorTextureCoordSpacingX=0
|
||||
RollTopCapNoteColorTextureCoordSpacingY=0
|
||||
RollBodyAdditionTextureCoordOffsetX=0
|
||||
RollBodyAdditionTextureCoordOffsetY=0
|
||||
RollBodyNoteColorTextureCoordSpacingX=0
|
||||
RollBodyNoteColorTextureCoordSpacingY=0
|
||||
RollBottomCapAdditionTextureCoordOffsetX=0
|
||||
RollBottomCapAdditionTextureCoordOffsetY=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingX=0
|
||||
RollBottomCapNoteColorTextureCoordSpacingY=0
|
||||
RollTailAdditionTextureCoordOffsetX=0
|
||||
RollTailAdditionTextureCoordOffsetY=0
|
||||
RollTailNoteColorTextureCoordSpacingX=0
|
||||
RollTailNoteColorTextureCoordSpacingY=0
|
||||
|
||||
|
||||
#Other Stuff
|
||||
DrawHoldHeadForTapsOnSameRow=0
|
||||
DrawRollHeadForTapsOnSameRow=0
|
||||
TapHoldRollOnRowMeansHold=1
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=0
|
||||
HoldLetGoGrayPercent=0.25
|
||||
UseLighting=0
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
HoldActiveIsAddLayer=0
|
||||
|
||||
|
||||
#Edit this incase you want to make noteskin for reverse or both
|
||||
FlipHoldBodyWhenReverse=1
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
TopHoldAnchorWhenReverse=1
|
||||
|
||||
|
||||
#Diffuse Info v2
|
||||
|
||||
#Diffuse uses a color code to define the diffuse
|
||||
#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
|
||||
#The way it works is pretty easy
|
||||
#It is based on the Red,Blue,Green,Alpha value that you get with color
|
||||
#But instead of 255,255,255,255 it uses 1,1,1,1
|
||||
#So if you want to use a RBG value from an image like for example Taupe
|
||||
#Which has a value of 72,60,50 , What we just do is / 254 on every value
|
||||
#And we also add a Alpha (for transparent) value between 0.1 and 1
|
||||
#So We get 0.283464,0.236220,0.196850,0.6
|
||||
#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
|
||||
#diffuse,1,1,1,1 is the basic code
|
||||
#Change them to which value you want
|
||||
#add ; at the end of your command incase you add more commands
|
||||
|
||||
[GhostArrowDim]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
NoneCommand=
|
||||
HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.2;rotationz,90;linear,0.2;rotationz,180;diffusealpha,0
|
||||
AvoidMineCommand=
|
||||
MissCommand=
|
||||
#Boo explosion
|
||||
W5Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Good explosion
|
||||
W4Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Great explosion
|
||||
W3Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Perfect explosion
|
||||
W2Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0
|
||||
#Marvelous explosion
|
||||
W1Command=diffusealpha,1.2;zoom,1.1;accelerate,0.15;zoom,1.0;diffusealpha,0;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
#Hold end commands
|
||||
LetGoCommand=
|
||||
HeldCommand=diffusealpha,1.2;zoom,1.1;accelerate,0.09;zoom,1.0;diffusealpha,0
|
||||
|
||||
[ReceptorArrow]
|
||||
#For InitCommand take a look at "Down Receptor.lua"
|
||||
#InitCommand=
|
||||
NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
|
||||
PressCommand=
|
||||
LiftCommand=
|
||||
AvoidMineCommand=
|
||||
#The way the receptor responds when you hit an arrow on specified judgment
|
||||
#Boo command
|
||||
W5Command=stoptweening
|
||||
#Good command
|
||||
W4Command=stoptweening
|
||||
#Great command
|
||||
W3Command=stoptweening
|
||||
#Perfect command
|
||||
W2Command=stoptweening
|
||||
#Marvelous command
|
||||
W1Command=stoptweening
|
||||
|
||||
[HoldGhostArrow]
|
||||
#The way the hold arrow reacts
|
||||
HoldingOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
HoldingOffCommand=visible,false
|
||||
RollOnCommand=visible,true;glowshift;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.5
|
||||
RollOffCommand=visible,false
|
||||
|
||||
[Press]
|
||||
ReverseOnCommand=vertalign,bottom
|
||||
ReverseOffCommand=vertalign,top
|
||||
PressCommand=visible,true
|
||||
LiftCommand=visible,false
|
||||
@@ -0,0 +1,5 @@
|
||||
[AnimatedTexture]
|
||||
TexVelocityY=-1
|
||||
TexOffsetX=0
|
||||
Frame0000=Tap Note parts (mipmaps).png
|
||||
Delay0000=1.0
|
||||
|
After Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 4.1 KiB |
|
Before Width: | Height: | Size: 4.3 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.1 KiB |
@@ -1,9 +0,0 @@
|
||||
local t = ...;
|
||||
t = Def.Sprite {
|
||||
Texture="Hold Explosion.png";
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "InitCommand");
|
||||
};
|
||||
|
||||
return t;
|
||||
@@ -1,39 +0,0 @@
|
||||
local t = ...;
|
||||
t = Def.ActorFrame {
|
||||
children = {
|
||||
Def.Sprite {
|
||||
Texture="Receptor 4x1.png";
|
||||
Frame0000=0;
|
||||
Delay0000=0.95;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0.05;
|
||||
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
|
||||
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture="Receptor 4x1.png";
|
||||
Frame0000=0;
|
||||
Delay0000=0.95;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0.05;
|
||||
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
|
||||
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
|
||||
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
|
||||
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return t;
|
||||
|
Before Width: | Height: | Size: 8.7 KiB |
|
Before Width: | Height: | Size: 8.9 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 7.4 KiB |
@@ -1 +0,0 @@
|
||||
Down Tap Explosion Bright
|
||||
|
Before Width: | Height: | Size: 65 KiB |
@@ -1,28 +0,0 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath('_down','tap note');
|
||||
Frame0000=0;
|
||||
Delay0000=0.04;
|
||||
Frame0001=1;
|
||||
Delay0001=0.04;
|
||||
Frame0002=2;
|
||||
Delay0002=0.04;
|
||||
Frame0003=3;
|
||||
Delay0003=0.04;
|
||||
Frame0004=4;
|
||||
Delay0004=0.04;
|
||||
Frame0005=5;
|
||||
Delay0005=0.04;
|
||||
Frame0006=6;
|
||||
Delay0006=0.04;
|
||||
Frame0007=7;
|
||||
Delay0007=0.04;
|
||||
Frame0008=8;
|
||||
Delay0008=0.04;
|
||||
Frame0009=9;
|
||||
Delay0009=0.04;
|
||||
Frame0010=10;
|
||||
Delay0010=0.04;
|
||||
Frame0011=11;
|
||||
Delay0011=0.04;
|
||||
};
|
||||
return t;
|
||||
|
Before Width: | Height: | Size: 3.6 KiB |
|
Before Width: | Height: | Size: 3.6 KiB |
@@ -1,78 +0,0 @@
|
||||
local ret = ... or {};
|
||||
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
local OldRedir = ret.Redir;
|
||||
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
--Point the head files back to the tap note
|
||||
if string.find(sElement, "Head") then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
-- The main "Explosion" part just loads other actors; don't rotate
|
||||
-- it. The "Hold Explosion" part should not be rotated.
|
||||
if Var "Element" == "Explosion" or
|
||||
Var "Element" == "Roll Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Lift"] = true,
|
||||
["Ready Receptor"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
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,
|
||||
};
|
||||
|
||||
return ret;
|
||||
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 228 KiB |
@@ -1,69 +0,0 @@
|
||||
[Global]
|
||||
FallbackNoteSkin=default
|
||||
|
||||
[NoteDisplay]
|
||||
TapNoteAnimationIsVivid=0
|
||||
DrawHoldHeadForTapsOnSameRow=1
|
||||
TapNoteAnimationLength=3
|
||||
TapAdditionAnimationLength=3
|
||||
TapMineAnimationLength=1
|
||||
TapLiftAnimationLength=1
|
||||
HoldHeadAnimationLength=1
|
||||
HoldTopCapAnimationLength=0.5
|
||||
HoldBottomCapAnimationLength=0.5
|
||||
HoldBodyAnimationLength=0.5
|
||||
HoldTailAnimationLength=0.5
|
||||
StartDrawingHoldBodyOffsetFromHead=0
|
||||
StopDrawingHoldBodyOffsetFromTail=-32
|
||||
HoldLetGoGrayPercent=0.25
|
||||
ReverseDrawOrder=1101
|
||||
HoldHeadIsAboveWavyParts=1
|
||||
HoldTailIsAboveWavyParts=1
|
||||
FlipHeadAndTailWhenReverse=1
|
||||
FlipHoldBodyWhenReverse=1
|
||||
TapNoteAdditionTextureCoordOffsetX=0
|
||||
TapNoteAdditionTextureCoordOffsetY=0
|
||||
TapNoteNoteColorTextureCoordSpacingX=0
|
||||
TapNoteNoteColorTextureCoordSpacingY=0.125
|
||||
HoldHeadNoteColorTextureCoordSpacingX=0
|
||||
HoldHeadNoteColorTextureCoordSpacingY=0.125
|
||||
|
||||
[GhostArrowDim]
|
||||
InitCommand=
|
||||
NoneCommand=
|
||||
HitMineCommand=stoptweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;decelerate,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
|
||||
MissCommand=
|
||||
W5Command=diffuse,1.0,0.6,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W4Command=diffuse,0.6,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W3Command=diffuse,0.6,1.0,0.8,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W2Command=diffuse,1.0,1.0,0.9,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,0.7,1;zoom,1;linear,0.2;zoom,0.9;linear,0.1;diffusealpha,0
|
||||
|
||||
[GhostArrowBright]
|
||||
InitCommand=
|
||||
NoneCommand=
|
||||
HitMineCommand=finishtweening;blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;decelerate,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
|
||||
MissCommand=
|
||||
W5Command=diffuse,1.0,0.6,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W4Command=diffuse,0.6,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W3Command=diffuse,0.6,1.0,0.8,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W2Command=diffuse,1.0,1.0,0.9,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
W1Command=diffuse,1.0,1.0,1.0,1;sleep,0.1;decelerate,0.4;diffusealpha,0
|
||||
LetGoCommand=
|
||||
HeldCommand=diffuse,1.0,1.0,0.7,1;zoom,1;linear,0.2;zoom,0.9;linear,0.1;diffusealpha,0
|
||||
|
||||
[HoldGhostArrow]
|
||||
HoldingOnCommand=diffusealpha,1;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.7");effectperiod,0.1
|
||||
HoldingOffCommand=diffusealpha,0
|
||||
InitCommand=playcommand,"HoldingOff";finishtweening
|
||||
|
||||
[ReceptorArrow]
|
||||
InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color("0.8,0.8,0.8,1");effectcolor2,color("1,1,1,1");effecttiming,0.2,0,0.8,0;effectoffset,0.05
|
||||
NoneCommand=zoom,0.75;linear,0.11;zoom,1
|
||||
|
||||
[ReceptorOverlay]
|
||||
InitCommand=diffusealpha,0
|
||||
PressCommand=blend,"BlendMode_Add";diffusealpha,0.6
|
||||
LiftCommand=diffusealpha,0
|
||||
@@ -1,28 +0,0 @@
|
||||
Delta Noteskin for StepMania 4.0 CVS/SVN 3-25-07 and later.
|
||||
Hopefully this will still be working for when final is out.
|
||||
|
||||
By shakesoda! (shakesoda[at]gmail.com)
|
||||
|
||||
This work is under a Creative Commons Attribution 3.0 License
|
||||
- http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
If you don't know what that is, it basically means you can do anything you want with it (even sell it), as long as I'm given credit for making the original.
|
||||
|
||||
v1.00
|
||||
-Fixed Addition notes. They are now the same as normal notes.
|
||||
-Made tap explosions longer.
|
||||
-Remade tap animations so it's not blurry anymore and is smoother.
|
||||
-Some code cleanup
|
||||
|
||||
v0.90
|
||||
-Added rolls
|
||||
-Aligned the arrows properly, no more line under holds.
|
||||
|
||||
v0.85:
|
||||
-Fixed the bright flashes being too bright.
|
||||
|
||||
v0.8:
|
||||
-Hold tails should be aligned correctly now.
|
||||
|
||||
v0.7:
|
||||
-Initial release.
|
||||
|
After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 3.8 KiB |
|
After Width: | Height: | Size: 6.0 KiB |
|
After Width: | Height: | Size: 4.9 KiB |
@@ -0,0 +1,68 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
InitCommand=cmd(effectclock,"beat";diffuseramp;effectcolor1,0.1,0.1,0.1,1;effectcolor2,1,1,1,1;effectperiod,0.5;effecttiming,0.25,0.50,0,0.25;effectoffset,-0.25);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
|
||||
LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'Receptor Go' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.25;
|
||||
Frame0001=1;
|
||||
Delay0001=1;
|
||||
Frame0002=2;
|
||||
Delay0002=1;
|
||||
Frame0003=3;
|
||||
Delay0003=1;
|
||||
Frame0004=0;
|
||||
Delay0004=0,75;
|
||||
InitCommand=cmd(blend,'BlendMode_Add';diffusealpha,0);
|
||||
NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
|
||||
PressCommand=cmd(diffusealpha,0.2);
|
||||
LiftCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("ReceptorArrow", "W5Command");
|
||||
W4Command=NOTESKIN:GetMetricA("ReceptorArrow", "W4Command");
|
||||
W3Command=NOTESKIN:GetMetricA("ReceptorArrow", "W3Command");
|
||||
W2Command=NOTESKIN:GetMetricA("ReceptorArrow", "W2Command");
|
||||
W1Command=NOTESKIN:GetMetricA("ReceptorArrow", "W1Command");
|
||||
};
|
||||
};
|
||||
return t;
|
||||
|
||||
--[[
|
||||
Effecttiming Info
|
||||
|
||||
Effecttiming is one of the most anoying commands I have ever used
|
||||
Because there was no one able to tell me how it works
|
||||
But I found out how
|
||||
|
||||
The basic command is effecttiming,0,0,0,0
|
||||
It is beat based so effecttiming,0.25,0.25,0.25,0.25 is equal as 1 beat (when you have effectclock,"beat" in use)
|
||||
The first 0 is the amount of time to transfer from effectcolor1 to effectcolor2
|
||||
The second 0 is the ammount of time effectcolor1 stays
|
||||
The third 0 is the amount of time to transfer from effectcolor2 to effectcolor1
|
||||
The last 0 is the ammount of tume effectcolor2 stays
|
||||
Every 0 can change value to as high as possible
|
||||
|
||||
An example of effectcolor1 and effectcolor2 going from 1 color to the other with no transfer is effecttiming,0,0.50,0,0.50
|
||||
An example of effectcolor1 and effectcolor2 going from effectcolor1 to the other with a transfer is effecttiming,0.25,0.50,0,0.25
|
||||
]]
|
||||
|
After Width: | Height: | Size: 34 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll body active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 5.4 KiB |
@@ -0,0 +1,16 @@
|
||||
local t = Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'roll bottomcap active' );
|
||||
Frame0000=0;
|
||||
Delay0000=0.44;
|
||||
Frame0001=1;
|
||||
Delay0001=0.03;
|
||||
Frame0002=2;
|
||||
Delay0002=0.03;
|
||||
Frame0003=3;
|
||||
Delay0003=0.44;
|
||||
Frame0004=2;
|
||||
Delay0004=0.03;
|
||||
Frame0005=1;
|
||||
Delay0005=0.03;
|
||||
};
|
||||
return t;
|
||||
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 8.7 KiB |
|
After Width: | Height: | Size: 9.5 KiB |
@@ -1,9 +1,7 @@
|
||||
local t = Def.ActorFrame {
|
||||
Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
|
||||
Frame0000=0;
|
||||
Delay0000=1;
|
||||
InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-33);
|
||||
Frames = Sprite.LinearFrames( 8, 1 );
|
||||
};
|
||||
};
|
||||
return t;
|
||||
@@ -0,0 +1,9 @@
|
||||
return Def.Sprite {
|
||||
Texture=NOTESKIN:GetPath( '_Down', 'tap note' );
|
||||
Frames = Sprite.LinearFrames( 16, 1 );
|
||||
OnCommand=function(self)
|
||||
-- SM("Hello!")
|
||||
end
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
|
||||
--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
|
||||
--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
|
||||
|
||||
--The NOTESKIN:LoadActor() just tells us the name of the image the Actor redirects on.
|
||||
--Oh and if you wonder about the "Button" in the "NOTESKIN:LoadActor( )" it means that it will check for that direction.
|
||||
--So you dont have to do "Down" or "Up" or "Left" etc for every direction which will save space ;)
|
||||
local t = Def.ActorFrame {
|
||||
--Hold Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
HoldingOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOnCommand");
|
||||
HoldingOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "HoldingOffCommand");
|
||||
InitCommand=cmd(playcommand,"HoldingOff";finishtweening);
|
||||
};
|
||||
--Roll Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Hold Explosion" ) .. {
|
||||
RollOnCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOnCommand");
|
||||
RollOffCommand=NOTESKIN:GetMetricA("HoldGhostArrow", "RollOffCommand");
|
||||
InitCommand=cmd(playcommand,"RollOff";finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
--We use this for Seperate Explosions for every Judgement
|
||||
Def.ActorFrame {
|
||||
--W1 aka Marvelous Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W1 aka Marvelous Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W1" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W1Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W2 aka Perfect Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowDim", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W2 aka Perfect Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W2" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W2Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
HeldCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HeldCommand");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W3 aka Great Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W3 aka Great Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W3" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W3Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W4 aka Good Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W4 aka Good Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W4" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W4Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
Def.ActorFrame {
|
||||
--W5 aka Boo Dim Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowDim", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,false);
|
||||
DimCommand=cmd(visible,true);
|
||||
};
|
||||
--W5 aka Boo Bright Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "Tap Explosion Dim W5" ) .. {
|
||||
InitCommand=cmd(diffusealpha,0);
|
||||
W5Command=NOTESKIN:GetMetricA("GhostArrowBright", "W1Command");
|
||||
JudgmentCommand=cmd(finishtweening);
|
||||
BrightCommand=cmd(visible,true);
|
||||
DimCommand=cmd(visible,false);
|
||||
};
|
||||
};
|
||||
--Mine Explosion Commands
|
||||
NOTESKIN:LoadActor( Var "Button", "HitMine Explosion" ) .. {
|
||||
InitCommand=cmd(blend,"BlendMode_Add";diffusealpha,0);
|
||||
HitMineCommand=NOTESKIN:GetMetricA("GhostArrowBright", "HitMineCommand");
|
||||
};
|
||||
}
|
||||
return t;
|
||||
@@ -0,0 +1,116 @@
|
||||
--I am the bone of my noteskin
|
||||
--Arrows are my body, and explosions are my blood
|
||||
--I have created over a thousand noteskins
|
||||
--Unknown to death
|
||||
--Nor known to life
|
||||
--Have withstood pain to create many noteskins
|
||||
--Yet these hands will never hold anything
|
||||
--So as I pray, Unlimited Stepman Works
|
||||
|
||||
|
||||
local ret = ... or {};
|
||||
|
||||
--Defining on which direction the other directions should be bassed on
|
||||
--This will let us use less files which is quite handy to keep the noteskin directory nice
|
||||
--Do remember this will Redirect all the files of that Direction to the Direction its pointed to
|
||||
ret.RedirTable =
|
||||
{
|
||||
Up = "Down",
|
||||
Down = "Down",
|
||||
Left = "Down",
|
||||
Right = "Down",
|
||||
UpLeft = "Down",
|
||||
UpRight = "Down",
|
||||
};
|
||||
|
||||
-- <
|
||||
--Between here we usally put all the commands the noteskin.lua needs to do, some are extern in other files
|
||||
--If you need help with lua go to http://kki.ajworld.net/lua/ssc/Lua.xml there are a bunch of codes there
|
||||
--Also check out commen it has a load of lua codes in files there
|
||||
--Just play a bit with lua its not that hard if you understand coding
|
||||
--But SM can be an ass in some cases, and some codes jut wont work if you dont have the noteskin on FallbackNoteSkin=common in the metric.ini
|
||||
local OldRedir = ret.Redir;
|
||||
ret.Redir = function(sButton, sElement)
|
||||
sButton, sElement = OldRedir(sButton, sElement);
|
||||
|
||||
-- Instead of separate hold heads, use the tap note graphics.
|
||||
if sElement == "Hold Head Inactive" or
|
||||
sElement == "Hold Head Active" or
|
||||
sElement == "Roll Head Inactive" or
|
||||
sElement == "Roll Head Active" or
|
||||
sElement == "Tap Fake"
|
||||
then
|
||||
sElement = "Tap Note";
|
||||
end
|
||||
|
||||
sButton = ret.RedirTable[sButton];
|
||||
|
||||
return sButton, sElement;
|
||||
end
|
||||
|
||||
local OldFunc = ret.Load;
|
||||
function ret.Load()
|
||||
local t = OldFunc();
|
||||
|
||||
--Explosion should not be rotated; it calls other actors.
|
||||
if Var "Element" == "Explosion" then
|
||||
t.BaseRotationZ = nil;
|
||||
end
|
||||
return t;
|
||||
end
|
||||
-- >
|
||||
|
||||
|
||||
-- Parts of noteskins which we want to rotate
|
||||
ret.PartsToRotate =
|
||||
{
|
||||
["Receptor"] = true,
|
||||
["Tap Explosion Bright W1"] = true,
|
||||
["Tap Explosion Dim W1"] = true,
|
||||
["Tap Explosion Bright W2"] = true,
|
||||
["Tap Explosion Dim W2"] = true,
|
||||
["Tap Explosion Bright W3"] = true,
|
||||
["Tap Explosion Dim W3"] = true,
|
||||
["Tap Explosion Bright W4"] = true,
|
||||
["Tap Explosion Dim W4"] = true,
|
||||
["Tap Explosion Bright W5"] = true,
|
||||
["Tap Explosion Dim W5"] = true,
|
||||
["Tap Note"] = true,
|
||||
["Tap Fake"] = true,
|
||||
["Tap Addition"] = true,
|
||||
["Hold Explosion"] = true,
|
||||
["Hold Head Active"] = true,
|
||||
["Hold Head Inactive"] = true,
|
||||
["Roll Explosion"] = true,
|
||||
["Roll Head Active"] = true,
|
||||
["Roll Head Inactive"] = true,
|
||||
};
|
||||
-- Defined the parts to be rotated at which degree
|
||||
ret.Rotate =
|
||||
{
|
||||
Up = 180,
|
||||
Down = 0,
|
||||
Left = 90,
|
||||
Right = -90,
|
||||
UpLeft = 135,
|
||||
UpRight = 225,
|
||||
};
|
||||
|
||||
-- Parts that should be Redirected to _Blank.png
|
||||
-- you can add/remove stuff if you want
|
||||
ret.Blank =
|
||||
{
|
||||
["Hold Topcap Active"] = true,
|
||||
["Hold Topcap Inactive"] = true,
|
||||
["Roll Topcap Active"] = true,
|
||||
["Roll Topcap Inactive"] = true,
|
||||
["Hold Tail Active"] = true,
|
||||
["Hold Tail Inactive"] = true,
|
||||
["Roll Tail Active"] = true,
|
||||
["Roll Tail Inactive"] = true,
|
||||
["Tap Explosion Bright"] = true,
|
||||
["Tap Explosion Dim"] = true,
|
||||
};
|
||||
|
||||
-- dont forget to close the ret cuz else it wont work ;>
|
||||
return ret;
|
||||
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 43 KiB |