TheZoroForce240 / FNF-Modcharting-Tools

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Skewed Arrows, 0.7.X support and more! #47

Open EdwhakKB opened 1 year ago

EdwhakKB commented 1 year ago

This is a big work inside modcharting tools (adding more modifiers, a tutorial for lua and a skew sprites [simulates 3d somehow]) Huge thanks to Glowsoony for the help with 0.7.x and Skewed Sprite fix!

moxie-coder commented 1 year ago

Yo gonna use this! But what about specifying the version? Since there are 2 version inside the source folder, I'm using psych 6.3

use the 0.6.3 folder then

glowsoony commented 1 year ago

Please note that this PR is a test! Skewed notes are still being tested on to see the limits it may have! so far its already looking complete from the code me and Edwhak have seen. Please know 0.7.x is still experimental and I am testing that Version while Edwhak is testing 0.6.3 and so far skewed notes are a major success.

2JENO commented 11 months ago

hey sustain note is invisible help

Vortex2Oblivion commented 9 months ago

Haxelibs can have their own import.hx files iirc

EdwhakKB commented 9 months ago

e

UsernamesAreNice commented 4 months ago

I have a problem. Error with compiling.

C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/Modifier.hx:13: characters 8-17 : Type not found : PlayState C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/Modifier.hx:14: characters 8-12 : Type not found : Note C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/PlayfieldRenderer.hx:27: characters 8-17 : Type not found : PlayState C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/PlayfieldRenderer.hx:28: characters 8-12 : Type not found : Note C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/PlayfieldRenderer.hx:42: characters 24-33 : Type not found : StrumNote C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/NoteMovement.hx:13: characters 8-17 : Type not found : PlayState C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/NoteMovement.hx:14: characters 8-12 : Type not found : Note C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/ModchartUtil.hx:14: characters 8-17 : Type not found : PlayState C:/HaxeToolkit/haxe/lib/fnf-modcharting-tools/git/source/modcharting/ModchartUtil.hx:15: characters 8-12 : Type not found : Note source/psychlua/FunkinLua.hx:56: characters 17-30 : Expected }

Rom4chek commented 4 months ago

Uhh my sustains are invisible

glowsoony commented 4 months ago

Some things to know. (For Psych ONLY)

  1. If your on 0.7.x (0.7 or higher) turn off GPU Caching, this is not a bug, what happens is that GPU Caching destroys the image and re builds it, storing the memory on GPU instead of CPU, turn it off.

  2. Check what version you put in your project.xml! define the version as <define name="PSYCHVERSION" value=""/> the value is the version your on so it would be "0.6.3" or whatever version your on! also be sure to define the variable "PSYCH" as <define name="PSYCH" /> If you define psych and define the psychversion than it will look for what things to import, this is important! As what imports is depending both on the engine (defined as PSYCH) and the (PSYCHVERSION defined as whatever version you put).

Rom4chek commented 4 months ago

wait, variable backupGpu doesn't work at all?

glowsoony commented 4 months ago

In the editor if it's not visible Im check that out since it should be, but if neither in playstate nor modcharteditor then it's a bug (in the case that GPU rendering is on) but if it's not working in the editor try with it off and if it works then I'll check that out

Rom4chek commented 4 months ago

firstly i had them invisible in playstate, but when i entered editor they became visible even in playstate

glowsoony commented 4 months ago

If they became visible after entering the editor then I see, it is the fact GPU Rendering is turned on, the Editor has support for turning it off but by default PlayState won't clearly since the support is only for the editor.

Rom4chek commented 4 months ago

weird

Rom4chek commented 4 months ago

also question i'm kinda dumb lol, how skew modifier works lol, i think i don't understand smth

glowsoony commented 4 months ago

SkewModifier really doesn't work sometimes or Idk if it works cause I find that sometimes its depending on a few things, but Skew works by applying a skew to the receptors such as looking like its bending forward

EdwhakKB commented 4 months ago

also question i'm kinda dumb lol, how skew modifier works lol, i think i don't understand smth

Hey, im Mt creator and i'll tell, Skew modifier its a modifier that uses subValues (X.Y,XD,YD) so in order to properly make it work you should first enable the base modifier

(have in mind it should already been created) lua should be:

set(beat, [[ 1,skewMod ]])

in editor you go to events, pick the skew modifier and add value 1 (add time to 0 to instantly do it since "SET" in editor doesn't work properly yet)

then you are able to modify sub values