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Mapping Tools 2l1i1i

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give this man a raise
Haven't tried it yet, but holy. I love this project. Thanks for all the effort!!

EDIT: After trying it just a bit (Timing Helper and Hitsound Studio) I found it not that friendly to use tbh, also the documentation has too much text and makes it tedious to fully read.

Would suggest to make some short videos (gifs maybe) showing the basic functionalities of each tool. However you might want to wait until you get more so you can improve the gui.
thx
I haven't tried it yet but for me, it may kill joys in mapping
nice !
this looks rly cool 👀
Thank you OliBomby! Very cool!
When I inevitably want to start making maps this will be useful, thanks!
OMG THANKS
nice!
dude
Deleted_3821342
Can you add:

-Linearity tools
Specifically tools for co-linearity between objects and perfect parallel slider creation relative to other sliders? I do this A LOT in my maps. The only way to achieve this is with bullshit slider scaling or slider drawing by lining up your new slider to an already existing "god slider" that every straight in your map is trying to stay parallel to. I don't use just 1 but I'll use 2 perpendiculars and then and mirrored version of those perpendiculars to increase visual complexity. It's not as complicated as I'm making it sound just look at a few of my maps and it sticks out like a sore thumb. It's just needlessly tedious to achieve something so simple right now in the current editor.

-Perfect blanketing tools
Another thing I also do this map is a great example. I'll move a single redundant hitcircle around in the timeline to create layers and layers of perfectly blanketed curved sliders overlapping each other (by using the approach circle of the circle and the hitcircle itself) and delete the circle when I'm done. A tool that would just let me pick a point on the play field, select a slider, click blanket and then drag the slider around to a position of content with it being perfectly blanketed to the selected point would be godsend.

You can imagine how flexible these 2 tools would be and how quickly you can create more structural depth in maps with a lot of the needless tediousness eliminated.
Topic Starter

Yoges wrote: a341d

Can you add:

-Linearity tools
Specifically tools for co-linearity between objects and perfect parallel slider creation relative to other sliders? I do this A LOT in my maps. The only way to achieve this is with bullshit slider scaling or slider drawing by lining up your new slider to an already existing "god slider" that every straight in your map is trying to stay parallel to. I don't use just 1 but I'll use 2 perpendiculars and then and mirrored version of those perpendiculars to increase visual complexity. It's not as complicated as I'm making it sound just look at a few of my maps and it sticks out like a sore thumb. It's just needlessly tedious to achieve something so simple right now in the current editor.

-Perfect blanketing tools
Another thing I also do this map is a great example. I'll move a single redundant hitcircle around in the timeline to create layers and layers of perfectly blanketed curved sliders overlapping each other (by using the approach circle of the circle and the hitcircle itself) and delete the circle when I'm done. A tool that would just let me pick a point on the play field, select a slider, click blanket and then drag the slider around to a position of content with it being perfectly blanketed to the selected point would be godsend.

You can imagine how flexible these 2 tools would be and how quickly you can create more structural depth in maps with a lot of the needless tediousness eliminated.

Yeah I was planning to make a tool that handles all of this. It's what I meant with "Tool that helps you make perfect patterns while mapping". It's gonna help you make symmetries and object relations by snapping your mouse to lines and points. There's gonna be a list of geometries that you can activate and it will probably have blankets and parallel things aswell.
we dont deserve u
I love what you plan with sliders <3 thank you so much
.
the program won't start after the latest update

things I've tried:

- installing in appdata
- installing in program files x86
- installing in program files
- installing in a different folder
- installing on a different drive
- ing and unpacking the zipped version

I've tried to run the program both with and without privileges in each scenario, and every time, the program just appears suspended in Task Manager for a few seconds and disappears.

Anyone know a fix?
Topic Starter

lewski wrote: 1u5c4w

the program won't start after the latest update

things I've tried:

- installing in appdata
- installing in program files x86
- installing in program files
- installing in a different folder
- installing on a different drive
- ing and unpacking the zipped version

I've tried to run the program both with and without privileges in each scenario, and every time, the program just appears suspended in Task Manager for a few seconds and disappears.

Anyone know a fix?


Due to a little oversight in the latest update the program crashed on startup for new s. A fix will be here ASAP.
Thank you so much for saving my map after it got corrupted in a bsod i love you. The backups really helped a ton.
when storyboard editor
Topic Starter

Sisig wrote: x515v

when storyboard editor

I wasn't planning on making a storyboard editor, because something like that is a lot of work and storybrew already exists. Also I'm not a storyboarder, so I don't feel qualified to make a tool for storyboarders.
When Slider Generator uwu
Topic Starter

Ikira wrote: 14323

When Slider Generator uwu

There are some kind of slider generator coming :)
Do you have any goals/expectations for when the Sliderator tool will be released?

Really excited!

Topic Starter

okay lol wrote: 5d5x44

Do you have any goals/expectations for when the Sliderator tool will be released?

Really excited!

Sliderator is already pretty far in development. UI and stuff is mostly done and just today I got the prototype version of the algorithm. At the current rate it's going it could be released before new years.
It's a great tool, but I would recommend ing or backing up beatmaps before using. The slider merger sometimes pops up a message saying 0 sliders merged, then deletes every object in the beatmap and saves the file.
Topic Starter

daze16 wrote: 1x3h5u

It's a great tool, but I would recommend ing or backing up beatmaps before using. The slider merger sometimes pops up a message saying 0 sliders merged, then deletes every object in the beatmap and saves the file.

That's a problem with editor reader, you can disable editor reader in the preferences. Because of how inconsistent the issue is I still can't find a fix, but at least you have automatic backups with Mapping Tools! You can open the backups folder using the Options menu.
Topic Starter
I made a fix that should prevent all your hit objects disappearing when Editor Reader malfunctions. I know it is still possible for it to randomly stop working. If that ever happens to you please send me a memory dump of osu!, so we might be able to fix it for the future. As a short term solution, restarting your pc seems to fix it.

Sliderator has some delays. I'm relying on on Karoo to make the best variable velocity slider algorithm, but he is pretty slow. I might work on some other stuff while that is going on.
Property Transformer is very nice.

I had 320kbps audio , made all my SV then realise i need 192kpbs and offset changed.
Suggestion for Metadata Manager:

1) "Import from" when a map is selected, also change the "export metadata to" path to be same.

2) Add a button to export to ALL ".osu" files found in same folder as "export metadata to".

I believe people are more often editing metadata of same map rather than different map of same song.
This change should make experience better.
Topic Starter

dudehacker wrote: 4s4e3f

Suggestion for Metadata Manager:

1) "Import from" when a map is selected, also change the "export metadata to" path to be same.

2) Add a button to export to ALL ".osu" files found in same folder as "export metadata to".

I believe people are more often editing metadata of same map rather than different map of same song.
This change should make experience better.


You'd usually import the metadata from one map and then export it to all difficulties in the set. I think you didn't notice that you can select multiple beatmaps for the "export metadata to" box :)
Ah i didn't know multi selection was there. Thanks.

But now it looks weird to have all the files in 1 line in the export field. I can't tell if i had everything selected properly.
https://i.imgur.com/l5pf7pZ.png

Actually, i think the export field only needs to show the folder, not the full path with filename.
Because Metadata should be same for all according to RC, there is no point in exporting to only 1 file.
so it would be easier just change export once import field is selected, then just need press the apply button and be done, instead of selecting 1 or more files for export field.

Also when i click the the export folder button, the default path is not the currently selected folder from import or export. something wrong with cache?

btw, the icon looks like but its actually currently listening song in osu editor. i think changing the icon and/or add tooltip would be helpful
i suggest this: https://material.io/resources/icons/?search=music&icon=music_note&style=baseline

The apply button is using "play" icon from media control, kinda weird too.
I think check mark would be more fitting , or just have "Apply" in text instead of icon.
https://material.io/resources/icons/?icon=done&style=baseline
Topic Starter

dudehacker wrote: 4s4e3f

Ah i didn't know multi selection was there. Thanks.

But now it looks weird to have all the files in 1 line in the export field. I can't tell if i had everything selected properly.
https://i.imgur.com/l5pf7pZ.png

Actually, i think the export field only needs to show the folder, not the full path with filename.
Because Metadata should be same for all according to RC, there is no point in exporting to only 1 file.
so it would be easier just change export once import field is selected, then just need press the apply button and be done, instead of selecting 1 or more files for export field.

Also when i click the the export folder button, the default path is not the currently selected folder from import or export. something wrong with cache?

btw, the icon looks like but its actually currently listening song in osu editor. i think changing the icon and/or add tooltip would be helpful
i suggest this: https://material.io/resources/icons/?search=music&icon=music_note&style=baseline

The apply button is using "play" icon from media control, kinda weird too.
I think check mark would be more fitting , or just have "Apply" in text instead of icon.
https://material.io/resources/icons/?icon=done&style=baseline

Thanks for the !

I see your point with all the files in 1 line, but I can't think of a better alternative right now.

The export folder must still be a bunch of file paths, because it is possible that you have multiple songs in one mapset, so I can't force Metadata Manager to only work on complete folders.
It does make sense to open the folder from the import path when you browse for the export path. Right now there is a option in Preferences which controls whether the browse button opens the current beatmap or the last opened folder.

Changing the icon for the button for getting the currently listening song in osu! with a music note is a good idea and I'll definitely add tooltips.

I think the "play" icon for the run button is still good. Its consistent with all the other tools meaning it "plays" the program.
I didn't think about the possibility of having multiple songs in same folder, because that is not rankeable.

-----------------------------------------------------------

I just saw "step 1. File -> open map" in menu in "Get Started" , didn't know this before.

But i feel like this step is extra/unnecessary when the is only using the metadata editor.

when you click the "Import metadata" button, this can also call the function used in File-> open map
Which makes it easier when you try to set the export path.

-----------------------------------------------------------

For the multiple exports, I see 2 solutions.

1) you add a small number on the play button that indicates how many files you are exporting to.
https://material-ui.com/components/badges/

2) use a list for the export map
something like this:
https://i.imgur.com/7RQor9u.png
Topic Starter

dudehacker wrote: 4s4e3f

I didn't think about the possibility of having multiple songs in same folder, because that is not rankeable.

-----------------------------------------------------------

I just saw "step 1. File -> open map" in menu in "Get Started" , didn't know this before.

But i feel like this step is extra/unnecessary when the is only using the metadata editor.

when you click the "Import metadata" button, this can also call the function used in File-> open map
Which makes it easier when you try to set the export path.

-----------------------------------------------------------

For the multiple exports, I see 2 solutions.

1) you add a small number on the play button that indicates how many files you are exporting to.
https://material-ui.com/components/badges/

2) use a list for the export map
something like this:
https://i.imgur.com/7RQor9u.png

I'll rethink the Get Started steps, because telling you to use [File -> open map] is kinda outdated. Before there weren't any tools which didn't use the current beatmap.

The export path and the import path are related in Metadata Manager in a way that they probably go to the same folder, so I might make an exception for default folder in such cases. I think that is better than setting the current beatmap in a tool which doesn't use current beatmap.
But if you set the import path with the browse button then that location should also be what you get when you browse for the export path, because that was the last folder in the file explorer, so I don't know exactly what your problem is with the current system. If this is not what happens in your instance, then try disabling the "Current beatmap default folder in all tools" option in the preferences.


For the multiple exports, your suggestion gave me the idea to always show the number of maps for any field that can take multiple paths. It also visually implies which fields can take multiple paths. So I implemented that for the next update.
"disabling the "Current beatmap default folder in all tools" option in the preferences."
this works, thank you
Suggestion for Property Transformer:

I think you should add option for audio preview time as well. since if you want do a change in offset, u want everything time related to be modified.

currently behavior will leave audio preview unsnapped.

Thanks
Topic Starter

dudehacker wrote: 4s4e3f

Suggestion for Property Transformer:

I think you should add option for audio preview time as well. since if you want do a change in offset, u want everything time related to be modified.

currently behavior will leave audio preview unsnapped.

Thanks

Okay I'll add this to the to-do list. If I'm gonna add every time related element to Property Transformer I might add storyboard event time aswell and maybe something to make inputting the values for all time related elements more convenient.
congratulations *happy clap sounds*
my antivirus is being extra protective with this one :V
I have a problem with the slider merger, when I highlight two sliders and try merging them, I get an error message saying "Editor memory was not read. Could not get the selected hit objects. Try again in 1 second.", help?
Feature Request for Metadata Manager:

Use case: when I make a change to the artist or title, the resulting osu file should also be renamed to match the new name.

other wise you end up having to open each diff manually in editor and SAVE to change file name.

If filename isn't changed, mapset verifier throw an error since it wont be updated properly.
Topic Starter

dudehacker wrote: 4s4e3f

Feature Request for Metadata Manager:

Use case: when I make a change to the artist or title, the resulting osu file should also be renamed to match the new name.

other wise you end up having to open each diff manually in editor and SAVE to change file name.

If filename isn't changed, mapset verifier throw an error since it wont be updated properly.

Good suggestion. I'll add this to the to-do list and it shouldn't be much of a hassle to implement.

Raburauza wrote: 5d3i4s

I have a problem with the slider merger, when I highlight two sliders and try merging them, I get an error message saying "Editor memory was not read. Could not get the selected hit objects. Try again in 1 second.", help?

I've been struggling with this issue for quite some time without any definitive fix. What you could do when you get this error is try restarting osu! or use the selection modes that don't require editor reader.

Raburauza wrote: 5d3i4s

I have a problem with the slider merger, when I highlight two sliders and try merging them, I get an error message saying "Editor memory was not read. Could not get the selected hit objects. Try again in 1 second.", help?

I've been struggling with this issue for quite some time without any definitive fix. What you could do when you get this error is try restarting osu! or use the selection modes that don't require editor reader.[/quote]

Got around this by resintalling, respecifying osu directory, reenabling editor reader in preferences and selling my soul to satan
So usage of sliderator to make accelerating sliders has recently been formally deemed unrankable, does it needs additional notes on it?
Topic Starter

McEndu wrote: 5f1v4p

So usage of sliderator to make accelerating sliders has recently been formally deemed unrankable, does it needs additional notes on it?
I could make a change to sliderator, so it can make rankable sliders.

OliBomby wrote: 496ni

McEndu wrote: 5f1v4p

So usage of sliderator to make accelerating sliders has recently been formally deemed unrankable, does it needs additional notes on it?
I could make a change to sliderator, so it can make rankable sliders.
Just a clarification is ok, editor is enough for rankable sliders. Just need a note that accelerating/decelerating sliders are not rankable (no one gonna use them for the ranked section)
Topic Starter

McEndu wrote: 5f1v4p

Just a clarification is ok, editor is enough for rankable sliders. Just need a note that accelerating/decelerating sliders are not rankable (no one gonna use them for the ranked section)
I don't think it's necessary to note the rankability of Sliderated sliders in Sliderator itself. If someone wants to check if something is rankable, then the official ranking criteria is the first place they would go and with the new clarification it should be pretty clear that the current Sliderated sliders are not rankable.
put it on mac plssssss
Topic Starter

dax20502 wrote: 10d6t

put it on mac plssssss
Right now I'm decoupling the front-end and back-end code in order to let the back-end be a seperate package. That might make it possible to have Mapping Tools on different platforms aswell. However the process is taking a while because of an eternity of bad coding practices...
Is it that it is hard for this project to migrate to .net core/.net 5 (if this is in .net)
Topic Starter

McEndu wrote: 5f1v4p

Is it that it is hard for this project to migrate to .net core/.net 5 (if this is in .net)
It is written in .net framework with WPF which is a Windows only UI framework. To get cross-platform I need to use some other cross-platform UI framework and redo all the front-end code.

After having decoupled the back-end it will be easier to port that to .net 5 and add any kind of front-end. I'm already planning to make a Discord bot powered by Mapping Tools and that's the main reason that I'm doing this decoupling right now.

OliBomby wrote: 496ni

McEndu wrote: 5f1v4p

Is it that it is hard for this project to migrate to .net core/.net 5 (if this is in .net)
It is written in .net framework with WPF which is a Windows only UI framework. To get cross-platform I need to use some other cross-platform UI framework and redo all the front-end code.

After having decoupled the back-end it will be easier to port that to .net 5 and add any kind of front-end. I'm already planning to make a Discord bot powered by Mapping Tools and that's the main reason that I'm doing this decoupling right now.
You can try take a look at osu!framework
Topic Starter

GPR wrote: 571h2

You can try take a look at osu!framework
I already know about osu!framework. It's definitely a good contender
Is the website broken? It just loads a blank page for me...
Topic Starter

Naoise wrote: 2i470

Is the website broken? It just loads a blank page for me...
20 gigs of logs filled up the server. Its all fixed now.

OliBomby wrote: 496ni

dax20502 wrote: 10d6t

put it on mac plssssss
Right now I'm decoupling the front-end and back-end code in order to let the back-end be a seperate package. That might make it possible to have Mapping Tools on different platforms aswell. However the process is taking a while because of an eternity of bad coding practices...
oh. its okay I can wait
note: put it on wineskin osu!

OliBomby wrote: 496ni

McEndu wrote: 5f1v4p

Is it that it is hard for this project to migrate to .net core/.net 5 (if this is in .net)
It is written in .net framework with WPF which is a Windows only UI framework. To get cross-platform I need to use some other cross-platform UI framework and redo all the front-end code.

After having decoupled the back-end it will be easier to port that to .net 5 and add any kind of front-end. I'm already planning to make a Discord bot powered by Mapping Tools and that's the main reason that I'm doing this decoupling right now.
I think just using the .NET Core ver. of WPF maybe a good intermediate step?

whats going on

Zenoc wrote: 2y314u


whats going on
we wouldnt know because every other sentence is not in english
Topic Starter

Zenoc wrote: 2y314u


whats going on
If you get an error like this or anything that tells you it can't find a certain method, try installing .NET Framework 4.6.2 runtime.

EDIT: Since Mapping Tools 1.8.4 you need to install .NET 5 Desktop Runtime x64 or x86 depending on your install of Mapping Tools.
Hello, I have a problem like in the image, I installed .NET for desktop apps, after it didn't worked I tried to repair .NET, I tried restarting my PC several times, installing the console app version, and I'm still getting that error. What should I do?

Krzysiek0099 wrote: r1d43

Hello, I have a problem like in the image, I installed .NET for desktop apps, after it didn't worked I tried to repair .NET, I tried restarting my PC several times, installing the console app version, and I'm still getting that error. What should I do?
try installing both 64bit and 32bit .NET thingies. worked for me at least
I ed x86 desktop app .NET and it worked for my 64bit PC, thanks ^^
Upon ing both versions I get yet a different window tho:


Could this be due to what I installed? Ver 5.0.8?
Topic Starter

Seijiro wrote: 61236t

Upon ing both versions I get yet a different window tho:


Could this be due to what I installed? Ver 5.0.8?
The version number should be fine. Make sure you install .NET Desktop Runtime 5, not just .NET Runtime 5.

If you have x64 mapping tools you need to install the x64 version of .NET Desktop Runtime and likewise for x86.
Is there one that works for Mac books?
Topic Starter

YEYHA wrote: 686c1y

Is there one that works for Mac books?
You can use the web-based version of Mapping Tools which has a few of the tools or you could try running the x64 version of Mapping Tools with Wine, but there is no guarantee that it will work.
Gsun
Apparently, I can't mapset tools because my computer deemed it unsafe for ing. What is to be done about this problem?
i tried it on my osu!mania map and when i used hitsound preview helper it ended up condensing all the notes to one spot and 70stars then when i deleted it and tried opening my export the export did not exist and i didnt it yet so i couldnt get the beatmap back
Topic Starter

gresial101 wrote: 1v2bf

i tried it on my osu!mania map and when i used hitsound preview helper it ended up condensing all the notes to one spot and 70stars then when i deleted it and tried opening my export the export did not exist and i didnt it yet so i couldnt get the beatmap back
That doesn't seem like something Hitsound Preview Helper should do, maybe you used it wrong? Anyways you can look for your missing beatmap in the backups folder created by Mapping Tools. It automatically creates backups of beatmaps you use the tools on. You can find the backups folder by clicking About > Open backups folder.
bump as magic copy is unusable rn
Topic Starter

McEndu wrote: 5f1v4p

bump as magic copy is unusable rn
Please make a post in my Discord if something is broken. I need more context than that.

OliBomby wrote: 496ni

McEndu wrote: 5f1v4p

bump as magic copy is unusable rn
Please make a post in my Discord if something is broken. I need more context than that.
no, not you, your app is fine

what I've said is another hitsound copier we use back in 2022
Topic Starter

McEndu wrote: 5f1v4p

no, not you, your app is fine

what I've said is another hitsound copier we use back in 2022
Ah I didn't know magic copy was the name of a different software. I'm glad you're enjoying my hitsound copier.
can someone help me???? im gettin this error : ---------------------------
Error
---------------------------
Can't fetch the folder name of the current in-game beatmap.

at Mapping_Tools.Classes.SystemTools.IOHelper.GetCurrentBeatmap() in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\Classes\SystemTools\IOHelper.cs:line 201
at Mapping_Tools.MainWindow.<>c.<OpenGetCurrentBeatmap>b__55_0() in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\MainWindow.xaml.cs:line 294
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__277_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of stack trace from previous location ---
at Mapping_Tools.MainWindow.OpenGetCurrentBeatmap(Object sender, RoutedEventArgs e) in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\MainWindow.xaml.cs:line 294
---------------------------
OK Cancel
---------------------------
Topic Starter

malka wrote: 3j1n12

can someone help me???? im gettin this error : ---------------------------
Error
---------------------------
Can't fetch the folder name of the current in-game beatmap.

at Mapping_Tools.Classes.SystemTools.IOHelper.GetCurrentBeatmap() in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\Classes\SystemTools\IOHelper.cs:line 201
at Mapping_Tools.MainWindow.<>c.<OpenGetCurrentBeatmap>b__55_0() in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\MainWindow.xaml.cs:line 294
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__277_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of stack trace from previous location ---
at Mapping_Tools.MainWindow.OpenGetCurrentBeatmap(Object sender, RoutedEventArgs e) in D:\a\Mapping_Tools\Mapping_Tools\Mapping_Tools\MainWindow.xaml.cs:line 294
---------------------------
OK Cancel
---------------------------
This error can have many causes. Please check the FAQ for possible fixes.
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