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Jousway

Noteskin Metrics V2

Sep 7th, 2016
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  1. #USW Metric Version V2
  2. #Made for Version Stepmania 5 Preview 2
  3.  
  4. #I am the bone of my noteskin
  5. #Arrows are my body, and explosions are my blood
  6. #I have created over a thousand noteskins
  7. #Unknown to death
  8. #Nor known to life
  9. #Have withstood pain to create many noteskins
  10. #Yet these hands will never hold anything
  11. #So as I pray, Unlimited Stepman Works
  12.  
  13. [Global]
  14. #Noteskin this noteskin falls back on
  15. #We normaly make this fallback on common
  16. #Because its the global noteskin every default fallsback on to
  17. FallbackNoteSkin=common
  18.  
  19. [NoteDisplay]
  20. #Noteskin Animation Lengths
  21. AnimationIsBeatBased=1
  22.  
  23. ##Tap Parts
  24. TapNoteAnimationLength=4
  25. TapMineAnimationLength=4
  26. TapLiftAnimationLength=4
  27. TapFakeAnimationLength=4
  28. ##Hold Parts
  29. HoldHeadAnimationLength=4
  30. HoldTopCapAnimationLength=4
  31. HoldBottomCapAnimationLength=4
  32. HoldBodyAnimationLength=4
  33. HoldTailAnimationLength=4
  34. ##Roll Parts
  35. RollHeadAnimationLength=4
  36. RollTopCapAnimationLength=4
  37. RollBottomCapAnimationLength=4
  38. RollBodyAnimationLength=4
  39. RollTailAnimationLength=4
  40.  
  41.  
  42. #Define if noteskin is Vivid or not
  43. #Value 1 = true, Value 0 = false
  44.  
  45. ##Tap Parts
  46. TapNoteAnimationIsVivid=0
  47. TapMineAnimationIsVivid=0
  48. TapFakeAnimationIsVivid=0
  49. TapLiftAnimationIsVivid=0
  50. ##Hold Parts
  51. HoldHeadAnimationIsVivid=0
  52. HoldTopCapAnimationIsVivid=0
  53. HoldBodyAnimationIsVivid=0
  54. HoldBottomCapAnimationIsVivid=0
  55. HoldTailAnimationIsVivid=0
  56. ##Roll Parts
  57. RollHeadAnimationIsVivid=0
  58. RollTopCapAnimationIsVivid=0
  59. RollBodyAnimationIsVivid=0
  60. RollBottomCapAnimationIsVivid=0
  61. RollTailAnimationIsVivid=0
  62.  
  63.  
  64. #Texture Coord Offest Info
  65.  
  66. #This is the TextureCoordOffset which we use for Rhythm colored noteskins
  67. #If you dont want to use it, just keep the value 0
  68. #Rhythm colored noteskins are noteskins that have different colors for every
  69. #4th, 8th, 12th, 16th and so on
  70. #To use this you need to use simple math because it isnt based on the size of
  71. #the image but its based on the total value of the size which is 1
  72. #So if you got 9 frames (including  192nd)
  73. #You need to run this simple math
  74. # 1 / 9 = 0.11111111111111111111111111 (and so on)
  75. #Because using the entire value is to long, lets make it smaler to 6 digits
  76. #You can make it longer if you want but lets keep it nice to 6 digits
  77.  
  78. ##Tap Parts
  79. TapNoteAdditionTextureCoordOffsetX=0.5
  80. TapNoteAdditionTextureCoordOffsetY=0.125
  81. TapNoteNoteColorTextureCoordSpacingX=0
  82. TapNoteNoteColorTextureCoordSpacingY=0.125
  83. TapMineAdditionTextureCoordOffsetX=0
  84. TapMineAdditionTextureCoordOffsetY=0
  85. TapMineNoteColorTextureCoordSpacingX=0
  86. TapMineNoteColorTextureCoordSpacingY=0
  87. TapLiftAdditionTextureCoordOffsetX=0
  88. TapLiftAdditionTextureCoordOffsetY=0
  89. TapLiftNoteColorTextureCoordSpacingX=0
  90. TapLiftNoteColorTextureCoordSpacingY=0
  91. TapFakeAdditionTextureCoordOffsetX=0.5
  92. TapFakeAdditionTextureCoordOffsetY=0.1
  93. TapFakeNoteColorTextureCoordSpacingX=0
  94. TapFakeNoteColorTextureCoordSpacingY=0.125
  95. ##Hold Parts
  96. HoldHeadAdditionTextureCoordOffsetX=0.5
  97. HoldHeadAdditionTextureCoordOffsetY=0.125
  98. HoldHeadNoteColorTextureCoordSpacingX=0
  99. HoldHeadNoteColorTextureCoordSpacingY=0.125
  100. HoldTopCapAdditionTextureCoordOffsetX=0
  101. HoldTopCapAdditionTextureCoordOffsetY=0
  102. HoldTopCapNoteColorTextureCoordSpacingX=0
  103. HoldTopCapNoteColorTextureCoordSpacingY=0
  104. HoldBodyAdditionTextureCoordOffsetX=0
  105. HoldBodyAdditionTextureCoordOffsetY=0
  106. HoldBodyNoteColorTextureCoordSpacingX=0
  107. HoldBodyNoteColorTextureCoordSpacingY=0
  108. HoldBottomCapAdditionTextureCoordOffsetX=0
  109. HoldBottomCapAdditionTextureCoordOffsetY=0
  110. HoldBottomCapNoteColorTextureCoordSpacingX=0
  111. HoldBottomCapNoteColorTextureCoordSpacingY=0
  112. HoldTailAdditionTextureCoordOffsetX=0
  113. HoldTailAdditionTextureCoordOffsetY=0
  114. HoldTailNoteColorTextureCoordSpacingX=0
  115. HoldTailNoteColorTextureCoordSpacingY=0
  116. ##Roll Parts
  117. RollHeadAdditionTextureCoordOffsetX=0
  118. RollHeadAdditionTextureCoordOffsetY=0
  119. RollHeadNoteColorTextureCoordSpacingX=0
  120. RollHeadNoteColorTextureCoordSpacingY=0
  121. RollTopCapAdditionTextureCoordOffsetX=0
  122. RollTopCapAdditionTextureCoordOffsetY=0
  123. RollTopCapNoteColorTextureCoordSpacingX=0
  124. RollTopCapNoteColorTextureCoordSpacingY=0
  125. RollBodyAdditionTextureCoordOffsetX=0
  126. RollBodyAdditionTextureCoordOffsetY=0
  127. RollBodyNoteColorTextureCoordSpacingX=0
  128. RollBodyNoteColorTextureCoordSpacingY=0
  129. RollBottomCapAdditionTextureCoordOffsetX=0
  130. RollBottomCapAdditionTextureCoordOffsetY=0
  131. RollBottomCapNoteColorTextureCoordSpacingX=0
  132. RollBottomCapNoteColorTextureCoordSpacingY=0
  133. RollTailAdditionTextureCoordOffsetX=0
  134. RollTailAdditionTextureCoordOffsetY=0
  135. RollTailNoteColorTextureCoordSpacingX=0
  136. RollTailNoteColorTextureCoordSpacingY=0
  137.  
  138.  
  139. #Other Stuff
  140. DrawHoldHeadForTapsOnSameRow=1
  141. DrawRollHeadForTapsOnSameRow=1
  142. TapHoldRollOnRowMeansHold=1
  143. StartDrawingHoldBodyOffsetFromHead=0
  144. StopDrawingHoldBodyOffsetFromTail=0
  145. HoldLetGoGrayPercent=1
  146. UseLighting=0
  147. ReverseDrawOrder=1101
  148. HoldHeadIsAboveWavyParts=1
  149. HoldTailIsAboveWavyParts=1
  150. HoldActiveIsAddLayer=0
  151.  
  152.  
  153. #Edit this incase you want to make noteskin for reverse or both
  154. FlipHoldBodyWhenReverse=1
  155. FlipHeadAndTailWhenReverse=1
  156. TopHoldAnchorWhenReverse=1
  157.  
  158.  
  159. #Diffuse Info v2
  160.  
  161. #Diffuse uses a color code to define the diffuse
  162. #You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
  163. #The way it works is pretty easy
  164. #It is based on the Red,Blue,Green,Alpha value that you get with color
  165. #But instead of 255,255,255,255 it uses 1,1,1,1
  166. #So if you want to use a RBG value from an image like for example Taupe
  167. #Which has a value of 72,60,50 , What we just do is / 254 on every value
  168. #And we also add a Alpha (for transparent) value between 0.1 and 1
  169. #So We get 0.283464,0.236220,0.196850,0.6
  170. #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)
  171. #diffuse,1,1,1,1 is the basic code
  172. #Change them to which value you want
  173. #add ; at the end of your command incase you add more commands
  174.  
  175. [GhostArrowDim]
  176. NoneCommand=
  177. HitMineCommand=visible,false
  178. AvoidMineCommand=
  179. MissCommand=
  180. #Boo explosion
  181. 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
  182. #Good explosion
  183. 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
  184. #Great explosion
  185. 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
  186. #Perfect explosion
  187. 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
  188. #Marvelous explosion
  189. 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
  190. #Hold end commands
  191. LetGoCommand=
  192. HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
  193.  
  194. [GhostArrowBright]
  195. NoneCommand=
  196. HitMineCommand=visible,false
  197. AvoidMineCommand=
  198. MissCommand=
  199. #Boo explosion
  200. 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
  201. #Good explosion
  202. 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
  203. #Great explosion
  204. 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
  205. #Perfect explosion
  206. 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
  207. #Marvelous explosion
  208. 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
  209. #Hold end commands
  210. LetGoCommand=
  211. HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
  212.  
  213. [ReceptorArrow]
  214. #For InitCommand take a look at "Down Receptor.lua"
  215. #InitCommand=
  216. NoneCommand=stoptweening;zoom,0.75;linear,0.11;zoom,1
  217. PressCommand=
  218. LiftCommand=
  219. AvoidMineCommand=
  220. #The way the receptor responds when you hit an arrow on specified judgment
  221. #Boo command
  222. W5Command=stoptweening
  223. #Good command
  224. W4Command=stoptweening
  225. #Great command
  226. W3Command=stoptweening
  227. #Perfect command
  228. W2Command=stoptweening
  229. #Marvelous command
  230. W1Command=stoptweening
  231.  
  232. [HoldGhostArrow]
  233. #The way the hold arrow reacts
  234. HoldingOnCommand=visible,true
  235. HoldingOffCommand=visible,false
  236. RollOnCommand=visible,true
  237. RollOffCommand=visible,false
  238.  
  239. [Press]
  240. ReverseOnCommand=vertalign,bottom
  241. ReverseOffCommand=vertalign,top
  242. PressCommand=visible,true
  243. LiftCommand=visible,false
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