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		<id>http://wiki.minegoboom.com/index.php?action=history&amp;feed=atom&amp;title=Skin_Format</id>
		<title>Skin Format - Revision history</title>
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		<updated>2026-05-05T16:55:40Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5680&amp;oldid=prev</id>
		<title>CypherJF: added link back to skin</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5680&amp;oldid=prev"/>
				<updated>2007-09-29T04:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;added link back to skin&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 04:29, 29 September 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Below is the [[Continuum]] skin file format which is found in skin.txt of the \Continuum\skins folder.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Below is the [[Continuum]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;skin&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;file format which is found in skin.txt of the \Continuum\skins folder.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Title: Continuum (c) Skins Development Guide&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Title: Continuum (c) Skins Development Guide&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mgb_assswiki:diff:version:1.11a:oldid:5678:newid:5680 --&gt;
&lt;/table&gt;</summary>
		<author><name>CypherJF</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5678&amp;oldid=prev</id>
		<title>CypherJF: making non-orphaned, linking to Continuum</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5678&amp;oldid=prev"/>
				<updated>2007-09-29T04:24:23Z</updated>
		
		<summary type="html">&lt;p&gt;making non-orphaned, linking to Continuum&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 04:24, 29 September 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Below is the Continuum skin file format which is found in skin.txt of the \Continuum\skins folder.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Below is the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;Continuum&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;skin file format which is found in skin.txt of the \Continuum\skins folder.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Title: Continuum (c) Skins Development Guide&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; Title: Continuum (c) Skins Development Guide&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key mgb_assswiki:diff:version:1.11a:oldid:5677:newid:5678 --&gt;
&lt;/table&gt;</summary>
		<author><name>CypherJF</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5677&amp;oldid=prev</id>
		<title>CypherJF: introduction of the Skin Format article</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Skin_Format&amp;diff=5677&amp;oldid=prev"/>
				<updated>2007-09-29T04:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;introduction of the Skin Format article&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Below is the Continuum skin file format which is found in skin.txt of the \Continuum\skins folder.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Title: Continuum (c) Skins Development Guide&lt;br /&gt;
Version: 1.2&lt;br /&gt;
   Date: February 11, 2002&lt;br /&gt;
 Author: Mr. Ekted&lt;br /&gt;
&lt;br /&gt;
================================= VERSIONS ===================================&lt;br /&gt;
&lt;br /&gt;
1.0 Initial implementation.&lt;br /&gt;
&lt;br /&gt;
1.1 Fixed errors in documentation.&lt;br /&gt;
&lt;br /&gt;
1.2 Added several new regions (prev/next profile, macros, keydefs, options, &lt;br /&gt;
      advanced options, ping).&lt;br /&gt;
    Added 25 user-defined regions.&lt;br /&gt;
    Added support for animations.&lt;br /&gt;
    Added user-definable colors (profile text, zone text/graph, zone select).&lt;br /&gt;
    Changed the way zone scroll arrows work.&lt;br /&gt;
&lt;br /&gt;
============================== WHAT IS A SKIN? ===============================&lt;br /&gt;
&lt;br /&gt;
A skin in Continuum is a file that describes what the main startup screen looks&lt;br /&gt;
like and how you interact with it. It defines everything except the window&lt;br /&gt;
title, menu, and borders. Continuum comes with a built-in skin called &lt;br /&gt;
&amp;lt;default&amp;gt;. All other skins must be placed into a subdirectory called &amp;quot;skins&amp;quot;.&lt;br /&gt;
Continuum detects all the skin files there at startup time and puts their &lt;br /&gt;
names on the menu. Selecting a skin from the menu will instantly change the&lt;br /&gt;
interface to the new skin.&lt;br /&gt;
&lt;br /&gt;
=============================== MAKESKIN TOOL ================================&lt;br /&gt;
&lt;br /&gt;
A skin file is composed of a BMP file and a TXT file, and the resulting skin&lt;br /&gt;
file is given the extension SKN. To make a skin file, download the utility &lt;br /&gt;
&amp;quot;makeskin.exe&amp;quot; available from any of the official Continuum download sites.&lt;br /&gt;
Although it is a command-line tool, it is made so that you can drag-and-drop&lt;br /&gt;
either the BMP or the TXT file onto &amp;quot;makeskin.exe&amp;quot; in &amp;quot;My Computer&amp;quot; or &lt;br /&gt;
&amp;quot;Explorer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
   For example, if you drop &amp;quot;myskin.bmp&amp;quot; onto &amp;quot;makeskin.exe&amp;quot;, it will run, load&lt;br /&gt;
   &amp;quot;myskin.bmp&amp;quot; and &amp;quot;myskin.txt, write out &amp;quot;myskin.skn&amp;quot;, and close with no &lt;br /&gt;
   other interaction required. Note that if you use this technique with a long&lt;br /&gt;
   filename, Windows will translate the name to its alternate form, and the&lt;br /&gt;
   resulting SKN file will have such a name (e.g. ContinuumSkin -&amp;gt; CONTIN~1).&lt;br /&gt;
   You can simply rename the SKN file aterwards by hand.&lt;br /&gt;
&lt;br /&gt;
If you want to run it manually from a command prompt, simply type:&lt;br /&gt;
&lt;br /&gt;
   makeskin xyz&lt;br /&gt;
&lt;br /&gt;
This will attempt to build &amp;quot;xyz.skn&amp;quot; from &amp;quot;xyz.bmp&amp;quot; and &amp;quot;xyz.txt&amp;quot;. I recommend&lt;br /&gt;
keeping &amp;quot;makeskin.exe&amp;quot; and all your BMP and TXT files in one directory for &lt;br /&gt;
convenience, and copying completed SKN files to the &amp;quot;skins&amp;quot; subdirectory for&lt;br /&gt;
testing.&lt;br /&gt;
&lt;br /&gt;
================================ THE BMP FILE ================================&lt;br /&gt;
&lt;br /&gt;
The BMP file is a standard Windows bitmap. It can be any color depth. 8-bit &lt;br /&gt;
color is the smallest but the worst looking. Higher color depths make larger&lt;br /&gt;
files but they look better. Use your judgement.&lt;br /&gt;
&lt;br /&gt;
The BMP file contains 2 types of regions: a single main region (required), and&lt;br /&gt;
any number of overlay regions (optional). The main region is what is displayed&lt;br /&gt;
as the normal background of the window with nothing selected or highlighted.&lt;br /&gt;
The size of this region sets the size of the interface. Overlay regions are&lt;br /&gt;
smaller sections of the main region with some change (highlight, animation,&lt;br /&gt;
blinking/moving effect, or whatever). They are drawn on top of the main region&lt;br /&gt;
as required or described by the skin description file (TXT - details below).&lt;br /&gt;
&lt;br /&gt;
Here's an example BMP file with a main region, and a single overlay region:&lt;br /&gt;
&lt;br /&gt;
   +-----------------------------------------------------++-----------+&lt;br /&gt;
   |                                                     ||           |&lt;br /&gt;
   |                                                     ||     A1    |&lt;br /&gt;
   |           +-----------+                             ||           |&lt;br /&gt;
   |           |           |                             |+-----------+&lt;br /&gt;
   |           |     A     |                             |&lt;br /&gt;
   |           |           |                             |&lt;br /&gt;
   |           +-----------+                             |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                      main                           |&lt;br /&gt;
   |                                                     |    unused&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   +-----------------------------------------------------+&lt;br /&gt;
&lt;br /&gt;
In this picture, A indicates the location and size within the main region. A1 &lt;br /&gt;
is the overlay region that will be drawn on A when necessary. Note that A needs &lt;br /&gt;
to define a rectangle within the main region. Since the rectangle for A by &lt;br /&gt;
definition includes the width and height, A1 only needs to be defined by the&lt;br /&gt;
point at its upper left corner.&lt;br /&gt;
&lt;br /&gt;
Within the interface, the user interacts with hot spots. These are areas of the&lt;br /&gt;
window that have one defined purpose, like buttons, text areas, etc. A hot spot&lt;br /&gt;
can have a rectangular shape (in which case it can be defined with a single&lt;br /&gt;
overlay region), or it may have an odd shape (in which case it can be defined &lt;br /&gt;
with multiple overlay regions).&lt;br /&gt;
&lt;br /&gt;
Here's an example BMP file with a main region, and an odd-shaped hot spot &lt;br /&gt;
defined by two overlay regions:&lt;br /&gt;
&lt;br /&gt;
   +-----------------------------------------------------++-----------+&lt;br /&gt;
   |                                                     ||           |&lt;br /&gt;
   |                                                     ||     A1    |&lt;br /&gt;
   |           +-----------+                             ||           |&lt;br /&gt;
   |           |           |                             |+-----------+&lt;br /&gt;
   |           |     A     |                             |&lt;br /&gt;
   |           |           |                             |    +----+&lt;br /&gt;
   |           +----+------+                             |    |    |&lt;br /&gt;
   |           |    |                                    |    | B1 |&lt;br /&gt;
   |           | B  |                                    |    |    |&lt;br /&gt;
   |           |    |     main                           |    +----+&lt;br /&gt;
   |           +----+                                    |&lt;br /&gt;
   |                                                     |    unused&lt;br /&gt;
   |                                                     |&lt;br /&gt;
   |                                                     |+----+&lt;br /&gt;
   |                                                     ||    |&lt;br /&gt;
   |                                                     || B2 |&lt;br /&gt;
   |                                                     ||    |&lt;br /&gt;
   +-----------------------------------------------------++----+&lt;br /&gt;
&lt;br /&gt;
In this picture, A and B indicate the locations and sizes within the main &lt;br /&gt;
region for some hot spot. A1 is the overlay region that will be drawn on A when&lt;br /&gt;
necessary. B1/B2 are the overlay regions that will be drawn on B when &lt;br /&gt;
necessary. Note that the positions of A1/B1/B2 do not necessarily have to be&lt;br /&gt;
in exactly the same relative positions as the shape of the hot spot itself. In&lt;br /&gt;
fact that can even overlap each other if the images share some common parts:&lt;br /&gt;
&lt;br /&gt;
                  +-----------+            &lt;br /&gt;
                  |           |            &lt;br /&gt;
                  |     A1    |            &lt;br /&gt;
                  |           |            +-----------+ &lt;br /&gt;
                  +-----------+            |           | &lt;br /&gt;
                                           |     A1    | &lt;br /&gt;
                  +----+                   |           ++&lt;br /&gt;
                  |    |            OR     +--+         |&lt;br /&gt;
                  | B1 |           EVEN       | B1   B2 |  &lt;br /&gt;
                  |    +--+                   |         |  &lt;br /&gt;
                  +--+    |                   +---------+  &lt;br /&gt;
                     | B2 |                  &lt;br /&gt;
                     |    |                  &lt;br /&gt;
                     +----+                  &lt;br /&gt;
&lt;br /&gt;
Overlay regions may also share space with other overlay regions for different &lt;br /&gt;
hot spots, or even the main region itself.&lt;br /&gt;
&lt;br /&gt;
When assembling the final layout for all the regions within the BMP, try to&lt;br /&gt;
minimize the total area. This will reduce the final file size. You can place&lt;br /&gt;
the regions anywhere within the bitmap, but it's recommended that you put the&lt;br /&gt;
main region in the upper left corner, with all other regions to the right or&lt;br /&gt;
below the main region, or both. Also, fill all unused space with some bright&lt;br /&gt;
color that doesn't appear in any valid region. That way, when testing your &lt;br /&gt;
skin, any bad coordinates in the TXT file will cause this color to show up on&lt;br /&gt;
the interface.&lt;br /&gt;
&lt;br /&gt;
================================ THE TXT FILE ================================&lt;br /&gt;
&lt;br /&gt;
The BMP file contains no knowledge of the locations and sizes of regions. It is&lt;br /&gt;
just a single large bitmap. The locations and purposes of the regions that you&lt;br /&gt;
have created are described in the TXT file. Before we get into its format, here&lt;br /&gt;
are some definitions you will need:&lt;br /&gt;
&lt;br /&gt;
   HOTSPOT   - one of the following names: (main, profile, spectate, ship1, &lt;br /&gt;
               ship2, ship3, ship4, ship5, ship6, ship7, ship8, zones, trace, &lt;br /&gt;
               zoneup, zonedown, play, quit, proftext, profbox, shipbox, &lt;br /&gt;
               infobox, zonetext, zonebox, prevprof, nextprof, macros, keydefs,&lt;br /&gt;
               options, advopt), the name is case-insenitive&lt;br /&gt;
&lt;br /&gt;
   COLORDEF  - one of the following names: (zonecolor1, zonecolor2, zonecolor3,&lt;br /&gt;
               zoneselcolor1, zoneselcolor2, profilecolor1, profilecolor2, &lt;br /&gt;
               profilecolor3, profilecolor4), the name is case-insenitive&lt;br /&gt;
&lt;br /&gt;
   POINT     - an absolute location of a pixel within the BMP specified in &lt;br /&gt;
               terms of X and Y, where 0,0 is the upper left corner, X goes &lt;br /&gt;
               positive to the right and Y goes positive downwards, the format&lt;br /&gt;
               for a POINT is &amp;quot;(x,y)&amp;quot;, there is a special case POINT &amp;quot;(*)&amp;quot; that&lt;br /&gt;
               is used as a place-holder&lt;br /&gt;
&lt;br /&gt;
   RECTANGLE - a region of pixels within the BMP defined by 2 POINTS, the upper&lt;br /&gt;
               left POINT and the lower right POINT inclusive, the format for a&lt;br /&gt;
               RECTANGLE is &amp;quot;(x1,y1,x2,y2)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   TICK      - a single update of the interface window, this is the smallest&lt;br /&gt;
               unit of time that the image can be modified, time between ticks&lt;br /&gt;
               is approximately 200ms&lt;br /&gt;
&lt;br /&gt;
   NORM      - describes overlay regions that are to be drawn when a given hot&lt;br /&gt;
               spot is NOT selected or hightlighted, a NORMAL overlay is &lt;br /&gt;
               defined by an optional count and a POINT, the count determines &lt;br /&gt;
               how many ticks the overlay will be displayed, if the count is &lt;br /&gt;
               not specified it defaults to 1&lt;br /&gt;
&lt;br /&gt;
   ALT       - describes overlay regions that are to be drawn when a given hot&lt;br /&gt;
               spot IS selected or hightlighted, an ALTERNATE overlay is &lt;br /&gt;
               defined by an optional count and a POINT, the count determines &lt;br /&gt;
               how many ticks the overlay will be displayed, if the count is &lt;br /&gt;
               not specified it defaults to 1&lt;br /&gt;
&lt;br /&gt;
   COLOR     - defines the RGB (red,green,blue) values for a given color, the&lt;br /&gt;
               format is &amp;quot;(r,g,b)&amp;quot;, each component has the range 0 to 255&lt;br /&gt;
&lt;br /&gt;
The general syntax for the TXT file has the following rules:&lt;br /&gt;
&lt;br /&gt;
   The semicolon &amp;quot;;&amp;quot; is the comment character. It, and everything following it&lt;br /&gt;
   on a given line are ignored.&lt;br /&gt;
&lt;br /&gt;
   Blank lines are ignored.&lt;br /&gt;
&lt;br /&gt;
   All whitespace is ignored within a line. You may use as many or as few &lt;br /&gt;
   spaces and tabs to separate items as you like.&lt;br /&gt;
&lt;br /&gt;
   Lines may end with CR/LF or LF.&lt;br /&gt;
&lt;br /&gt;
   All lines may be in any order. There is no predefinition required.&lt;br /&gt;
&lt;br /&gt;
   Each line that contains a definition must be complete. You can't continue on &lt;br /&gt;
   the next line. Lines may be up to 255 bytes long.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;real&amp;quot; line of TXT file will have the following form:&lt;br /&gt;
&lt;br /&gt;
   HOTSPOT = RECTANGLE [NORM ...] [+ ALT ...]&lt;br /&gt;
&lt;br /&gt;
      or&lt;br /&gt;
&lt;br /&gt;
   COLORDEF = COLOR&lt;br /&gt;
&lt;br /&gt;
The RECTANGLE defines the location of the HOTSPOT, and the NORM and ALT regions&lt;br /&gt;
define how and when to draw changes to the main region.&lt;br /&gt;
&lt;br /&gt;
The only required line in the TXT file is the one defining the main region. It&lt;br /&gt;
may NOT have any defined overlay regions, and may only appear once:&lt;br /&gt;
&lt;br /&gt;
   ;this is a comment&lt;br /&gt;
   main = (0,0,639,479) ; this is a comment&lt;br /&gt;
&lt;br /&gt;
This line defines the main region as a 640x480 pixel image in the upper left&lt;br /&gt;
corner of the BMP.&lt;br /&gt;
&lt;br /&gt;
   profile = (0,0,19,19) + (640,0)&lt;br /&gt;
&lt;br /&gt;
This defines the &amp;quot;profile button&amp;quot;. There are no NORM (normal) overlays defined, &lt;br /&gt;
so when the mouse is NOT over it, it will look as it does in the main region. &lt;br /&gt;
When the mouse is over it, it will be drawn using the ALT (altrnate) region.&lt;br /&gt;
&lt;br /&gt;
When the list of NORM and/or ALT runs out, it is recycled. To make it alternate &lt;br /&gt;
between 2 images eack TICK on mouse-over, use:&lt;br /&gt;
&lt;br /&gt;
   profile = (0,0,19,19) + (640,0) (640,20)&lt;br /&gt;
&lt;br /&gt;
To make the second ALT overlay stay on for 3 TICKS, use:&lt;br /&gt;
&lt;br /&gt;
   profile = (0,0,19,19) + (640,0) 3(640,20)&lt;br /&gt;
&lt;br /&gt;
Assume the two ALT overlays above are A and B. The drawing for this HOTSPOT &lt;br /&gt;
would go: A B B B A B B B A B B B etc.&lt;br /&gt;
&lt;br /&gt;
For all hotspots except main, you can define multiple regions to handle odd&lt;br /&gt;
shapes:&lt;br /&gt;
&lt;br /&gt;
   play = (400,400,435,435) + (800,0)&lt;br /&gt;
   play = (400,435,420,470) + (800,35)&lt;br /&gt;
&lt;br /&gt;
This creates an L-shaped HOTSPOT with 2 regions. Even though it is valid to&lt;br /&gt;
define multiple regions for any HOTSPOT, some of them only use the first one,&lt;br /&gt;
such as the text box HOTSPOTS.&lt;br /&gt;
&lt;br /&gt;
To create a HOTSPOT that animates when the mouse isn't over it:&lt;br /&gt;
&lt;br /&gt;
   quit = (500,500,550,520) (0,750) (0,770)&lt;br /&gt;
&lt;br /&gt;
Note there's no plus &amp;quot;+&amp;quot;, which would indicate the start of the ALT list of&lt;br /&gt;
overlays. To make the same HOTSPOT cycle thru 3 different looks about every&lt;br /&gt;
second:&lt;br /&gt;
&lt;br /&gt;
   quit = (500,500,550,520) 5(0,750) 5(0,770) 5(0,790)&lt;br /&gt;
&lt;br /&gt;
To make a HOTSPOT blink between the normal look in the main region and another&lt;br /&gt;
look, you can either make an overlay region which matches that section of the &lt;br /&gt;
main region which wastes space, or you can use the special POINT type &amp;quot;(*)&amp;quot;.&lt;br /&gt;
This acts like a POINT, but causes no overlay to draw. Thus:&lt;br /&gt;
&lt;br /&gt;
   trace = (670,25,702,45) 2(0,750) 5(*)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;trace button&amp;quot; will draw as: A A X X X A A X X X, where X is the default&lt;br /&gt;
look in the main region.&lt;br /&gt;
&lt;br /&gt;
You can get very fancy with these, as in:&lt;br /&gt;
&lt;br /&gt;
   zones = (400,0,500,30) (0,800) 2(0,805) (*) 2(0,810) + (20,800) 3(20,810)&lt;br /&gt;
   zones = (500,0,600,35) + 6(25,805) (0,810) (30,900)&lt;br /&gt;
   zones = (400,30,500,45) 3(0,810) (10,805)&lt;br /&gt;
&lt;br /&gt;
This defines a very complicated HOTSPOT for the &amp;quot;zones button&amp;quot;. One of the&lt;br /&gt;
regions has both NORM and ALT overlays, one has just ALT overlays, and one has&lt;br /&gt;
just NORM overlays. Note that these 3 lines to do not have to be together in &lt;br /&gt;
the TXT file, but there's really no reason not to put them together. Also note &lt;br /&gt;
that the RECTANGLES defined by the 3 regions do not have to form a single shape. &lt;br /&gt;
You could make a definition for a button so that, when the mouse is over it, &lt;br /&gt;
something else on the interface blinks, etc.&lt;br /&gt;
&lt;br /&gt;
For the color definitions, do this:&lt;br /&gt;
&lt;br /&gt;
   zoneselcolor1 = (255,0,255)  ; makes zone selection bar bright purple&lt;br /&gt;
&lt;br /&gt;
A final note on spacing within lines. The following lines are all identical:&lt;br /&gt;
&lt;br /&gt;
   profile=(0,0,20,20)(800,0)(810,0)+(900,0)2(910,0)&lt;br /&gt;
&lt;br /&gt;
   profile = (0,0,20,20) (800,0) (810,0) + (900,0) 2(910,0)&lt;br /&gt;
&lt;br /&gt;
   profile = ( 0 , 0 , 20 , 20 )( 800 , 0 )( 810 , 0 )+( 900 , 0 ) 2( 910 , 0 )&lt;br /&gt;
&lt;br /&gt;
   profile        =(0,0,     20,20)(800    ,0)(810,0)+(    900,0)2     (910,0)&lt;br /&gt;
&lt;br /&gt;
============================== HOTSPOT DETAILS ===============================&lt;br /&gt;
&lt;br /&gt;
Now for the details on each of the hotspots, what they are, how they are used,&lt;br /&gt;
and any size requirements. Note that there are many more possibilities not yet&lt;br /&gt;
included. As needs and requests come, I will expand this list. The names are&lt;br /&gt;
listed here in CAPS so they stand out. HOTSPOT names are case-insensitive.&lt;br /&gt;
&lt;br /&gt;
MAIN     This is the only required HOTSPOT in a skin. There can be only one of&lt;br /&gt;
         them, and they can have no NORM or ALT overlays. This defines the size&lt;br /&gt;
         of the interface using this skin, and is the default image. A skin&lt;br /&gt;
         with only a main region is a valid skin all by itself, but would not&lt;br /&gt;
         display any useful interaction information. This area should be at &lt;br /&gt;
         least 500 pixels wide, so as not to wrap the menu bar. Also, note that&lt;br /&gt;
         it should fit on the display, and that a few people use 800x600 screen&lt;br /&gt;
         resolution. As a comparison, the original SS &amp;quot;main region&amp;quot; was 560x380&lt;br /&gt;
         pixels.&lt;br /&gt;
&lt;br /&gt;
PROFBOX  This is the area that contains all profile related information&lt;br /&gt;
         (profile text, profile button). It is used to display profile help &lt;br /&gt;
         text in the INFOBOX, and to allow the mouse wheel to select &lt;br /&gt;
         previous/next profiles.&lt;br /&gt;
&lt;br /&gt;
SHIPBOX  This is the area that contains all ship related information (ship&lt;br /&gt;
         selection buttons). It is used to display ship help text in the &lt;br /&gt;
         INFOBOX, and to allow the mouse wheel to select previous/next ships.&lt;br /&gt;
&lt;br /&gt;
INFOBOX  This is the area where the help text is displayed based on which &lt;br /&gt;
         HOTSPOT the mouse is over. If included in the skin, it should be large&lt;br /&gt;
         enough to fit about 120 8x12 characters wrapped into as many lines as &lt;br /&gt;
         necessary.&lt;br /&gt;
&lt;br /&gt;
ZONEBOX  This is the area that contains all zone related information (zones&lt;br /&gt;
         button, maybe trace button, zone list headers, zone text, and scroll&lt;br /&gt;
         buttons). It is used to display zone help text in the INFOBOX, and to &lt;br /&gt;
         allow the mouse wheel to scroll the zone list up/down.&lt;br /&gt;
&lt;br /&gt;
PROFTEXT This is the area where the 4 lines of profile text are drawn (profile&lt;br /&gt;
         name, player name, macro set name, and keydef name). As of now, these&lt;br /&gt;
         text lines are stacked vertically with a pitch of 16 pixels. The &lt;br /&gt;
         maximum text length is 23 characters, so the minimum size is 184x64.&lt;br /&gt;
         You should put appropriate labels in the skin image itself. I may&lt;br /&gt;
         break this HOTSPOT into 4 separate ones for each item so you can lay &lt;br /&gt;
         them out horzontally, or even exclude one or more of them.&lt;br /&gt;
&lt;br /&gt;
ZONETEXT This is the area where the the zone list, pings, and player counts are&lt;br /&gt;
         displayed. These text lines are stacked vertically with a pitch of 14 &lt;br /&gt;
         pixels. A single line consists of a 3-digit ping time (or graph), a &lt;br /&gt;
         space, as many charcaters as will fit in of the zone name, another&lt;br /&gt;
         space, and a 3-digit player count. Each character is 8x12, so if your&lt;br /&gt;
         ZONETEXT region is 160x140, you could fit 10 lines, and each line &lt;br /&gt;
         could have 20 characters, 8 of which are non-zone name characters,&lt;br /&gt;
         leaving 16 for the zone name. You should put appropriate labels in the &lt;br /&gt;
         skin image itself for the columns of data.&lt;br /&gt;
&lt;br /&gt;
PROFILE  This defines the button that invokes the profile dialog.&lt;br /&gt;
&lt;br /&gt;
PREVPROF This defines the button that selects the previous profile. The NORM&lt;br /&gt;
         overlay is drawn if a previous profile exists. The ALT overlay is &lt;br /&gt;
         drawn if the mouse is over the region AND a previous profile exists.&lt;br /&gt;
&lt;br /&gt;
NEXTPROF This defines the button that selects the next profile. The NORM&lt;br /&gt;
         overlay is drawn if a next profile exists. The ALT overlay is drawn &lt;br /&gt;
         if the mouse is over the region AND a next profile exists.&lt;br /&gt;
&lt;br /&gt;
MACROS   This defines the button that invokes the macros dialog.&lt;br /&gt;
&lt;br /&gt;
KEYDEFS  This defines the button that invokes the keydefs dialog.&lt;br /&gt;
&lt;br /&gt;
SPECTATE This defines the &amp;quot;button&amp;quot; that selects spectator mode. Do not put an&lt;br /&gt;
         actual spectate image into the skin for this region. It is drawn &lt;br /&gt;
         using an internal image. The first rectangle specified for this region&lt;br /&gt;
         defines the location where the image will be drawn. Any subsequent&lt;br /&gt;
         rectangles define the extra pieces of the shape of the region. This is&lt;br /&gt;
         also true of all SHIPx regions.&lt;br /&gt;
&lt;br /&gt;
SHIP1    This defines the &amp;quot;button&amp;quot; that selects ship 1. Do not put actual ship&lt;br /&gt;
         images into the skin for the ship selections. They are drawn &lt;br /&gt;
         automatically based on what ship set is being used. This applies to &lt;br /&gt;
         all other ship buttons also.&lt;br /&gt;
&lt;br /&gt;
SHIP2    This defines the &amp;quot;button&amp;quot; that selects ship 2.&lt;br /&gt;
&lt;br /&gt;
SHIP3    This defines the &amp;quot;button&amp;quot; that selects ship 3.&lt;br /&gt;
&lt;br /&gt;
SHIP4    This defines the &amp;quot;button&amp;quot; that selects ship 4.&lt;br /&gt;
&lt;br /&gt;
SHIP5    This defines the &amp;quot;button&amp;quot; that selects ship 5.&lt;br /&gt;
&lt;br /&gt;
SHIP6    This defines the &amp;quot;button&amp;quot; that selects ship 6.&lt;br /&gt;
&lt;br /&gt;
SHIP7    This defines the &amp;quot;button&amp;quot; that selects ship 7.&lt;br /&gt;
&lt;br /&gt;
SHIP8    This defines the &amp;quot;button&amp;quot; that selects ship 8.&lt;br /&gt;
&lt;br /&gt;
ZONES    This defines the button that invokes the download zones dialog.&lt;br /&gt;
&lt;br /&gt;
TRACE    This defines the button that invokes the zone trace dialog.&lt;br /&gt;
&lt;br /&gt;
ZONEUP   This defines the &amp;quot;button&amp;quot; that scrolls the zone list up. The NORM&lt;br /&gt;
         overlay is drawn if the zone list can be scrolled up. The ALT overlay &lt;br /&gt;
         is drawn if the mouse is over the region AND a the zone list can be&lt;br /&gt;
         scrolled up. (For backward compatibility, if there is no NORM overlay&lt;br /&gt;
         defined, the ALT overlay is drawn if the zone list can be scrolled &lt;br /&gt;
         up, so it doesn't change when moused over.)&lt;br /&gt;
&lt;br /&gt;
ZONEDOWN This defines the &amp;quot;button&amp;quot; that scrolls the zone list down. The NORM&lt;br /&gt;
         overlay is drawn if the zone list can be scrolled down. The ALT &lt;br /&gt;
         overlay is drawn if the mouse is over the region AND a the zone list &lt;br /&gt;
         can be scrolled down. (For backward compatibility, if there is no NORM&lt;br /&gt;
         overlay defined, the ALT overlay is drawn if the zone list can be &lt;br /&gt;
         scrolled down, so it doesn't change when moused over.)&lt;br /&gt;
&lt;br /&gt;
PING     This defines the button that toggles ping number and graph. It is&lt;br /&gt;
         typically the ping heading for the zone list.&lt;br /&gt;
&lt;br /&gt;
OPTIONS  This defines the button that invokes the options dialog.&lt;br /&gt;
&lt;br /&gt;
ADVOPT   This defines the button that invokes the advanced options dialog.&lt;br /&gt;
&lt;br /&gt;
PLAY     This defines the button that plays the game.&lt;br /&gt;
&lt;br /&gt;
QUIT     This defines the button that quits the game.&lt;br /&gt;
&lt;br /&gt;
=================================== COLORS ===================================&lt;br /&gt;
&lt;br /&gt;
If any of the following color definitions are omitted from the skin definition,&lt;br /&gt;
the default color is used.&lt;br /&gt;
&lt;br /&gt;
ZONECOLOR1    Color for text and ping graph bars of zones with low ping.&lt;br /&gt;
&lt;br /&gt;
ZONECOLOR2    Color for text and ping graph bars of zones with medium ping.&lt;br /&gt;
&lt;br /&gt;
ZONECOLOR3    Color for text and ping graph bars of zones with high ping.&lt;br /&gt;
&lt;br /&gt;
ZONESELCOLOR1 Color of the current zone selection bar.&lt;br /&gt;
&lt;br /&gt;
ZONESELCOLOR2 Color of the current zone selection bar outline. Make this the&lt;br /&gt;
              same as ZONESELCOLOR1 to make the selection bar a single color.&lt;br /&gt;
&lt;br /&gt;
PROFILECOLOR1 Color for the profile name text.&lt;br /&gt;
&lt;br /&gt;
PROFILECOLOR2 Color for the player name text.&lt;br /&gt;
&lt;br /&gt;
PROFILECOLOR3 Color for the macro definition name text.&lt;br /&gt;
&lt;br /&gt;
PROFILECOLOR4 Color for the key definition name text.&lt;br /&gt;
&lt;br /&gt;
==================================== TIPS ====================================&lt;br /&gt;
&lt;br /&gt;
TIP #1: Start your first skin with just a main region. Make sure it works in &lt;br /&gt;
Continuum by itself. You won't be able to see any of the info since no other &lt;br /&gt;
HOTSPOTS are defined, but at least you can see if the SKN file is working and &lt;br /&gt;
that the size is correct.&lt;br /&gt;
&lt;br /&gt;
TIP #2: Add entries to the TXT file a few at a time and test to see how it &lt;br /&gt;
looks and how things fit and line up. The BMP file can be as complex as you&lt;br /&gt;
like, but if you find that you drew seomthing the wrong size you will have to &lt;br /&gt;
go back to your image editor and redraw things, which may invalidate many &lt;br /&gt;
sections of the TXT file.&lt;br /&gt;
&lt;br /&gt;
TIP #3: If you are using an image editor that supports layers, keep EVERYTHING&lt;br /&gt;
in a separate layer. This will save you a lot of hassle later if you need to &lt;br /&gt;
make major edits.&lt;br /&gt;
&lt;br /&gt;
TIP #4: If you define non-rectangular regions (circles or rounded shapes), you&lt;br /&gt;
should be able to create a HOTSPOT that reasonably matches the shape with only&lt;br /&gt;
a few regions. So don't be afraid to use whatever shape looks best.&lt;br /&gt;
&lt;br /&gt;
==================================== FAQ =====================================&lt;br /&gt;
&lt;br /&gt;
Feel free to post comments and questions to the &amp;quot;Development Board&amp;quot; link at &lt;br /&gt;
&amp;quot;http://www.subspacehq.com/&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
================================ END OF FILE =================================&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Formats]]&lt;/div&gt;</summary>
		<author><name>CypherJF</name></author>	</entry>

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