Skip to content

Instantly share code, notes, and snippets.

Here is early draft version of Afterburner skin creation manual:

1. USF skin format basics

The skins in all skinned RivaTuner technology based products (RivaTunerStatisticsServer, D3DOverrider, EVGA Precision or MSI Afterburner) are represented by *.USF files stored in the .\Skins subfolder in the application folder. USF skin files are compiled from separate bitmap images defining appearance of skin base, appearance of each skin control in all possible states (e.g. normal, focused (hot) and pressed button appearance) and special text header file, mapping these separate bitmap images to each control, defining positions of each control in the skin and so on.

Each skinned application (i.e. RTSS.exe, D3DOverrider.exe, EVGAPrecision.exe or MSIAfterburner.exe) contains built-in command line based USF skin file compiler and decompiler.

So you can always decompile and modify default skins or add your own skins to each of these products.

class MutableInteger {
private int value;
public MutableInteger(int value) {
this.value = value;
}
// getValue()
// increment()
}
class Counter<T> {
UPDATE mdl_ucla_request_classes set courseid = 499 where setid in (SELECT setid from mdl_ucla_request_classes where courseid = 499)