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Author Topic: DefleMask Skin Requirements  (Read 250 times)

Offline Bruce A. Dyson

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DefleMask Skin Requirements
« on: December 10, 2017, 09:10:20 AM »
I made this because there is no other tutorial based on these, but that's my guess.

MAKING A SKIN

So, for awhile, I was confused about what resolutions you need to use to make your own DefleMask skins. Those are the PNG image files that bundle with each skin.

As from the default classic skin, I looked into the image files and recorded out the resolutions of each image as listed below. The images can be anything you want, you can draw your images in a paint program like Microsoft Paint.

Code: [Select]
TEXTURE IMAGE       RESOLUTION

arrow1            =  18 x  12
arrow2            =  18 x  12
arrow3            =  18 x  12
backgraphs        = 400 x 200
backwaveform      = 204 x  80
bar               = 110 x  30
buttons           =  64 x  64
contextualmenu    =  28 x  26
graphs            =  64 x  64
key_black         =  64 x  32
key_pressed       =  64 x  32
key_white         =  64 x  32
menu              = 174 x 174
playbtn           =  28 x  26
playbtn_active    =  28 x  26
playptnbtn        =  28 x  26
playptnbtn_active =  28 x  26
recbtn            =  28 x  26
recbtn_active     =  28 x  26
rows              =  40 x  14
sliders           = 120 x  12
speakeroff        =  78 x  10
speakeron         =  78 x  10
stopbtn           =  28 x  26
stopbtn_active    =  28 x  26
volume            =  78 x  10
WARNING: Name your images with the file names above! Do not change them!

Then, we need to make some folders.
Make a new folder in the DefleMask skins directory, and title it the name of your skin. Inside that folder, make another folder titled "textures".

Next, your textures directory needs the PNG image files you saved earlier. Just cut and paste them from the directory you saved them to.

Now that we have a textures folder, we also need a copy of the "colors.ini" file from one of the default skins. This contains the RGB values for the different items you can set alongside the PNGs. You can change them to anything else, until you feel something you like.

Now, load up the skin into DefleMask, like the way we do it. We can see our earlier PNG files being used and the colors being different. This is for testing.

And last but not least, you can send your complete DefleMask skin package to a compressed archive folder. You can share it with others on this forum! ;)

As for me, I haven't created any skins yet, but I think this tutorial may help out.

DOWNLOADING AND USING A SKIN

When I attempted to load other people's skins the first time, my imports weren't successful. That includes Wavetable Guy's "JetStar1997" skin, and PegMode's "SidWiz" skin.

A user would normally save their downloaded files to a location other than their DefleMask directory. If you attempt to load their skin located outside of the DefleMask skins directory, DefleMask will use the default classic instead.
To fix it, you'll need to cut and paste the extracted skin folder into the DefleMask skins directory.

NOTE: The attachment below, like I said, is not mine.
« Last Edit: December 12, 2017, 01:29:10 PM by Delek »

Offline Wavetable Guy

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DefleMask Skin Requirements
« Reply #1 on: December 11, 2017, 12:48:00 AM »
Wavetable Guy's "JetStar1997" skin

I would appreciate it if you stop using my previous username (as well as my real name in general). Plus, the name of that particular skin is "Wavetable Guy's Aqua Colors." With that said, I'll provide the version of the skin without my "JetStar" logo here.
« Last Edit: December 11, 2017, 11:23:13 AM by Wavetable Guy »

Offline Delek

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« Reply #2 on: December 12, 2017, 12:07:32 PM »
Thanks for this tutorial! Will be helpful for newcomers.

Offline Bruce A. Dyson

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DefleMask Skin Requirements
« Reply #3 on: December 12, 2017, 01:21:10 PM »
Thanks for this tutorial! Will be helpful for newcomers.
Also, will you pin this topic?

Offline Delek

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« Reply #4 on: December 12, 2017, 01:29:29 PM »
Yes