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DDR Noteskins collection

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Post #1 · Posted at 2015-06-05 03:05:00pm 8.8 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24


Last updated: 2015-06-15 05:08pm
Hi friends, as I've promised this is the repository wich I will be uploading the DDR Noteskins. At this moment it only have the Normal noteskin from DDRSN/X series, because I use this as a template to complete the other Noteskins. In this first message Will be the overview of the project. Suggestions, comments and coding help would be appreciated.

The repository project is this:
https://github.com/MadkaT182/DDRNoteskins

- Noteskins actually in repository:

NORMAL

- Noteskins that I've in alpha stage (Notes and freezes):

ANGELFISH
BEE
BIRD
BUTTERFLY
CYBER
DIAMOND
DINOSAUR
Disney Grooves
EMI
FOOT
G-BASE
KITE
KNIGHT
LOTUS
MORNING GLORY
NORMAL
PIXEL
PLaNET
RAGE
S-CORE
TRUMPET
TULIP
UM6
UM7
UM8
UM9
VicViper
X

*UMx Noteskins are Ultramix Series, those are 10 Noteskins but doesn't have names.

-Noteskins dumped but not ported:
MEDIUM
S-BASE
TINY
SMALL
UM0
UM1
UM2
UM3
UM4
UM5

-I've uploaded only normal noteskins to complete the effects, the notes are showing good, but the effects for rolls and mines are not the original. If someone could help me with this It would be appreciated.

Those arrows are based on the Berrylicious rainbow noteskins Link

Thanks for reading all. Very Happy

Post #2 · Posted at 2015-06-05 04:11:31pm 8.8 years ago

Offline VR0
VR0 Avatar Member
969 Posts
Chile
Reg. 2012-03-20

"ムーン ゴーシュス メヂィデーション"
CYBER, X, MEDIUM, SMALL, DOT and BUTTERFLY for both 3.9 and 5 please, and in all ARROW COLORS for these ARROWSKINS.
AC Score Tracker: DDR EXTREME // SN2 (JP)
My username in these games:
DDR(1st)-EXTREME: VRC
StepMania 3.9+ REDUX: VRC
DDR Supernova onwards / IIDX ID: VR0

Post #3 · Posted at 2015-06-09 02:13:08pm 8.8 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24


Last updated: 2015-06-09 02:13pm
I'm doing SM5 arrows first, I'm not using 3.9x, but those arrows are a little bit easier, changing the SN version of takuya's arrows. I haven't unlocked Butterfly arrow on the PCSX2. I'll have to play more to unlock it. I am getting work a lot of things on other arrows, when I have done the Normal arrows I'll upload the rest. And for the colors/notes I'm doing VIVID arrows first, because I don't use the other notes. I was thinking if it could be possible to have all colors in a noteskin, to avoid the number of folders, if there are 25 styles, with the colors they would become 75! It could be a lot of options but I will think how to manage this. There would be only VIVID colors for the moment. Thanks for watching.

Updated freeze and tap effects.

Post #4 · Posted at 2015-06-15 01:42:51pm 8.8 years ago

Offline Berrylicious
Berrylicious Avatar Member
36 Posts
United States
Reg. 2013-03-29

"LIGHTS and any more"
I'm just wondering, how did you get the files for some of the unique arrows? Did you get some rips off the PS2 games/HDD's or did you make them from scratch?

Post #5 · Posted at 2015-06-15 04:02:23pm 8.8 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

I have various methods, from the PS2 games I dump with the emulator, with Wii I dump from the emulator too. For the Ultramix Xbox series I rip them directly from the disc. And for the PSX arrows I rip it with AnimGet. And then I arrange the files with GIMP to port them to StepMania.

-----

For update the ripping status, I've dumped the EX2 special arrows, but they don't have names, the butterfly arrows are on post-released games, but this two I haven't seen in other games, can anyone tell me if they are game inspired (I think this about the ship) or propose names? Big Grin

http://i.imgur.com/k1ZAiOu.png

Post #6 · Posted at 2015-06-15 08:16:09pm 8.8 years ago

Online TikalFan9000
TikalFan9000 Avatar Member
1,845 Posts
Brazil
Reg. 2015-02-13

3DS Friend Code: 1134-9915-6680
"c r e b"

Last updated: 2015-07-21 03:04pm
Quote: MadkaT
http://i.imgur.com/k1ZAiOu.png
I will propose names.
First One (Left): GRADIUS
Second One (Right): JUBEAT or QBERT

Post #7 · Posted at 2015-06-15 09:12:31pm 8.8 years ago

Offline VR0
VR0 Avatar Member
969 Posts
Chile
Reg. 2012-03-20

"ムーン ゴーシュス メヂィデーション"
Quote: MadkaT
http://i.imgur.com/k1ZAiOu.png
Left: Vic-Viper
Right: Jubeat
AC Score Tracker: DDR EXTREME // SN2 (JP)
My username in these games:
DDR(1st)-EXTREME: VRC
StepMania 3.9+ REDUX: VRC
DDR Supernova onwards / IIDX ID: VR0

Post #8 · Posted at 2015-06-15 11:03:58pm 8.8 years ago

Offline NicholasNRG
NicholasNRG Avatar Member
635 Posts
Puerto Rico
Reg. 2014-06-21

"Just Play Along"
I'm happy enough with vivid, rainbow, flat and note skins. All I want is the same arrows used in DDR 2014, to go with DDR 2014 theme I'm using. X and Pixel would be neat too. Keep up the good work, MadkaT. Smile

Post #9 · Posted at 2015-08-08 02:36:27pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24


Last updated: 2015-08-08 02:36pm
Well, I've dumping more arrows, and i have a pair of questions:

1. I know DDR don't use rolls, but they are present on SM and ITG charts, the question is: The rolls shouls be made like a purple freeze? (SM 3.9) Or they have to use the arrow shapes to make a difference from freeze arwos? (ITG)

http://i.ytimg.com/vi/x9aIAE9vEqc/hqdefault.jpg

2. Some old arrows don't have the white animated section inside like the new arrows have, anyone knows the color sequence for the inner part? Or should I flip vertically the colors for that part? Or should I try to add the white inner part?



Thanks, thats all at this moment. About updates/releases, I'm checking and fixing some errors on the existing arrows, maybe I'll release some noteskins soon. Wink

Post #10 · Posted at 2015-08-08 05:46:48pm 8.7 years ago

Offline Jousway
Jousway Avatar Member
137 Posts
Netherlands
Reg. 2011-07-12

"Noteskins !== Quality "

Last updated: 2015-08-08 05:47pm
why did you go


if Var "Button" == "UpLeft" and sElement == "Hold Head Active"
then sButton = "UpLeft";
end

if Var "Button" == "UpLeft" and sElement == "Hold Head Inactive"
then sButton = "UpLeft";
end

if Var "Button" == "UpLeft" and sElement == "Roll Head Active"
then sButton = "UpLeft";
end

if Var "Button" == "UpLeft" and sElement == "Roll Head Inactive"
then sButton = "UpLeft";
end

if Var "Button" == "UpRight" and sElement == "Hold Head Active"
then sButton = "UpRight";
end

if Var "Button" == "UpRight" and sElement == "Hold Head Inactive"
then sButton = "UpRight";
end

if Var "Button" == "UpRight" and sElement == "Roll Head Active"
then sButton = "UpRight";
end

if Var "Button" == "UpRight" and sElement == "Roll Head Inactive"
then sButton = "UpRight";
end


instead of


if Var "Button" == "UpLeft" and string.find(sElement, "Head")
then sButton = "UpLeft";
end;

if Var "Button" == "UpRight" and string.find(sElement, "Head")
then sButton = "UpRight";
end;


?


its based one of my old ports that I didnt fix, isnt it haha
Its not a bug its a FEATURE!
http://i.imgur.com/AnyqNAJ.gif?1

Post #11 · Posted at 2015-08-08 06:06:51pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24


Last updated: 2015-08-08 06:08pm
Hello, I haven't coded the arrows, I use the berrylicius arrows as base, and made this vivid version initially, but no more Tongue this set haven't any changes appart from graphic swaps. I've checked some of your noteskins ( https://www.youtube.com/watch?v=4AW7AOGcyjM ) but they are different from those, I wanted to implement the waiting state before the stepchart starts, but I've failed, if you could help me, would be nice Big Grin

Post #12 · Posted at 2015-08-08 06:52:24pm 8.7 years ago

Online TikalFan9000
TikalFan9000 Avatar Member
1,845 Posts
Brazil
Reg. 2015-02-13

3DS Friend Code: 1134-9915-6680
"c r e b"
1. Arrow Shaped.
2. Try to add the white inner part.

Post #13 · Posted at 2015-08-08 07:31:12pm 8.7 years ago

Offline Jousway
Jousway Avatar Member
137 Posts
Netherlands
Reg. 2011-07-12

"Noteskins !== Quality "
Down Receptor.lua

--hehu here we go again, writing noteskins, this time for MadkaT over at ZiV
--lets add a wait state image for him shall we ;)

-- edit this

--_down Wait Receptor.png
WaitStateImage = "Wait Receptor";

--_down Go Receptor.png
NormalReceptor = "Go Receptor";

--wait time before go receptor appears
WaitLength = -1;


-- leave this alone ;)
nskinfix = NOTESKIN:GetPath( '_down', NormalReceptor );

local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', WaitStateImage );

--here we go, the important part hehu
OnCommand=function(self)
pn = Var "Player";
PB = GetPlayerSongBeat(pn);
if PB >= WaitLength then
self:Load(nskinfix);
else
self:sleep(0.1);
self:queuecommand("On");
end;
end;

--and rest of the commands
Frame0000=0;
Delay0000=0.2;
Frame0001=1;
Delay0001=0.8;
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");
};
};

--dont forget to return the table!
return t;


try this
Its not a bug its a FEATURE!
http://i.imgur.com/AnyqNAJ.gif?1

Post #14 · Posted at 2015-08-08 08:49:40pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24


Last updated: 2015-08-08 08:50pm
Hello, and thanks for your help, is very appreciated Big Grin

I've made the changes that you've said, but I get those errors:

Quote
Down Receptor.lua: Frame0001 is 1, but the texture _Down Wait Receptor.png only has 1 frames

And this other:

Quote
Error playing command: Down Receptor.lua attempt to call global 'GetPlayerSongBeat' (a nill value).
unknown(self = (null),(*temporary) = (null),(*temporary) = (null),(*temporary) = attempt to call global 'GetPlayerSongBeat' (a nill value)

My down receptor waiting is a 1 frame, and the down receptor go has the 2 frames for the beats.

I'm using stepmania 5.0.9

Post #15 · Posted at 2015-08-08 09:40:35pm 8.7 years ago

Offline Jousway
Jousway Avatar Member
137 Posts
Netherlands
Reg. 2011-07-12

"Noteskins !== Quality "
Quote: MadkaT

Quote
Error playing command: Down Receptor.lua attempt to call global 'GetPlayerSongBeat' (a nill value).
unknown(self = (null),(*temporary) = (null),(*temporary) = (null),(*temporary) = attempt to call global 'GetPlayerSongBeat' (a nill value)
wierd that it wont work :/, there is a another way to make it work/hack a timer in, I'ma do that

Quote: MadkaT

Quote
Down Receptor.lua: Frame0001 is 1, but the texture _Down Wait Receptor.png only has 1 frames
need to define the frames manualy then


--hehu here we go again, writing noteskins, this time for MadkaT over at ZiV
--lets add a wait state image for him shall we ;)

-- edit this

--_down Wait Receptor.png
WaitStateImage = "Wait Receptor";

--_down Go Receptor.png
NormalReceptor = "Go Receptor";

--wait time before go receptor appears
WaitLength = 80;


-- leave this alone ;)
nskinfix = NOTESKIN:GetPath( '_down', NormalReceptor );
PB = 0;

local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', WaitStateImage );

--here we go, the important part hehu
OnCommand=function(self)
if PB >= WaitLength then
self:Load(nskinfix);
self:effectclock("beat");
selfConfusedetStateProperties({{Frame= 0, Delay=0.2}, {Frame= 1, Delay=0.8}});
else
self:sleep(0.1);
PB = PB + 1;
self:queuecommand("On");
end;
end;

--and rest of the commands
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");
};
};

--dont forget to return the table!
return t;


try it now
Its not a bug its a FEATURE!
http://i.imgur.com/AnyqNAJ.gif?1

Post #16 · Posted at 2015-08-08 11:37:09pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

It works, but sometimes the receptor still in the waiting state Sad and other times it works Big Grin

Post #17 · Posted at 2015-08-08 11:57:51pm 8.7 years ago

Offline razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01


Last updated: 2015-08-08 11:58pm
I have done butterfly and classic DDR noteskins (from DDR X and up) complete with shock arrows. My only problem for both is I can't set Y texture coordinate for left and right hold head topcap active/inactive. According to Kyzentun, Y texture coordinate isn't working because they were hard-coded.

Post #18 · Posted at 2015-08-09 02:51:40pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

I've found the bug! When you press an arrow when the receptors are in waiting state, they won't change to the Go state, in this case I've tested with the down arrow:

http://i.imgur.com/WmlIk7C.jpg

Quote: razorblade
I have done butterfly and classic DDR noteskins (from DDR X and up) complete with shock arrows. My only problem for both is I can't set Y texture coordinate for left and right hold head topcap active/inactive. According to Kyzentun, Y texture coordinate isn't working because they were hard-coded.

You could share the normal noteskin to check it? Maybe remaking them step by step could help to check.

Post #19 · Posted at 2015-08-09 04:32:38pm 8.7 years ago

Offline Jousway
Jousway Avatar Member
137 Posts
Netherlands
Reg. 2011-07-12

"Noteskins !== Quality "

--hehu here we go again, writing noteskins, this time for MadkaT over at ZiV
--lets add a wait state image for him shall we ;)

-- edit this

--_down Wait Receptor.png
WaitStateImage = "Hold Explosion";

--_down Go Receptor.png
NormalReceptor = "Go Receptor";

--wait time before go receptor appears
WaitLength = 5;


-- leave this alone ;)
nskinfix = NOTESKIN:GetPath( '_down', NormalReceptor );

local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', WaitStateImage );

--here we go, the important part hehu
InitCommand=function(self)
self:sleep(WaitLength);
self:queuecommand("Go");
end;

GoCommand=function(self)
self:Load(nskinfix);
self:effectclock("beat");
selfConfusedetStateProperties({{Frame= 0, Delay=0.2}, {Frame= 1, Delay=0.8}});
end;

--and rest of the commands
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");
};
};

--dont forget to return the table!
return t;


hehu so much rewriting
Its not a bug its a FEATURE!
http://i.imgur.com/AnyqNAJ.gif?1

Post #20 · Posted at 2015-08-09 07:05:58pm 8.7 years ago

Offline MadkaT
MadkaT Avatar Member
820 Posts
Not Set
Reg. 2009-11-24

Now all the receptor shine like a freeze hold from the beginning Tongue by the WaitStateImage

http://i.imgur.com/tjYVjA3.jpg

I've changed to the wait receptor, now works better, but sometimes the receptors won't change to the Go state Confused

http://i.imgur.com/Vzsxmqy.jpg

This is at random, I think pressing the arrows before the song starts is still producing the bug. But sometimes work like a charm. What could be the problem?
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