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Showing content with the highest reputation on 06/18/2017 in all areas

  1. Creator benchmark! Some sections are very demanding. Chorus is straight up awesome http://i.imgur.com/BKSJioD.jpg The rhythm part regrettably isn't up to par with the rest of the parts ;; Some wrong notes and kinda blandhttp://i.imgur.com/xo3iWLJ.jpg Fun bass line with good variety and is quite simple too! http://i.imgur.com/QAPIRUf.jpg Hey it's Akame! The manga has recently ended and I was a big fan when I was in high school where it was one of the first anime series I was ever introduced to. zpatv01's original cdlc was one of my favourites to play so I recommend trying that out if you feel like it!
    5 points
  2. I know that I haven't been around much in the last few months, but I can't pass up a tribute. <<KAPOW>><<BLAM>> As for the rest of the bass selections, I always pass on Dream Theatre and Anime themes. So I started working on the Moody Blues bass track.
    5 points
  3. First tries. http://i89.photobucket.com/albums/k228/maztor42/Rocksmith%20championship%202014/Batman%20theme%2099_zpswkkelhlh.jpg http://i89.photobucket.com/albums/k228/maztor42/Rocksmith%20championship%202014/Burning%20my%20soul%2095_zps8scpqf8u.jpg http://i89.photobucket.com/albums/k228/maztor42/Rocksmith%20championship%202014/The%20story%20in%20your%20eyes%2086_zpsazdxeucx.jpg http://i89.photobucket.com/albums/k228/maztor42/Rocksmith%20championship%202014/Skyreach%2074_zps5m3ynt6h.jpg
    3 points
  4. Happy Fathers day too for yesterday (in the U.K. at least. ) Hope you all had a nice day with your families!
    2 points
  5. Some comping scores on bass: Comping 1: 100/246/991,580 https://drive.google.com/open?id=0B4MOGIxRhGf0Q2lsd0NCai05Wkk Comping 2: 95.72/80/289,876 https://drive.google.com/open?id=0B4MOGIxRhGf0S3EydzNGekN6Ymc Comping 4: 98.75/125/775,312 https://drive.google.com/open?id=0B4MOGIxRhGf0MExPaE56YTNTZ2M Will Comping 5 automatically be added from last week's Championship? Thanks, L
    2 points
  6. http://i.imgur.com/PyY0Huu.jpg http://i.imgur.com/FkM245Z.jpg http://i.imgur.com/ErQnhvK.jpg Good old surf rock. http://i.imgur.com/bDWaYvJ.jpg http://i.imgur.com/OLo5HUH.jpg As I said, easy. http://i.imgur.com/IA7CRL1.jpg http://i.imgur.com/9wNJM28.jpg http://i.imgur.com/Gpxxi9r.jpg http://i.imgur.com/WzBLZWc.jpg
    2 points
  7. I am pleased to announce that new Rocksmith Custom Song Toolkit. All thanks to the developers involved in the project that made this feasible possibility in so little time. DEVS: * me; * Snakez; * Maveth; * Raynebc; * Dreddfoxx; * Alex360 (L0fka); * Shrubbery (otaznik); * Cozy1; * Zephyrix; * Xavatar (PowerSlinky); * Chlipouni; * Cgeorge; TESTERS (consoles): * Acid6D94 (XBox 360); * Redeyed (PS3); * Kim666 (PS3); And among others for PC/Mac. DOWNLOAD: http://www.rscustom.net/ NOW WITH A RELEASE FOR MONO (CAN BE USED ON MAC) !!! ANY ISSUE? TRY TO DOWNLOAD THE LAST BUILD: http://www.rscustom.net/builds IF PROBLEM PERSISTS, OPEN AN ISSUE IN THE PROJECT ON GITHUB: https://github.com/rscustom/rocksmith-custom-song-toolkit/issues NEW VERSION INCLUDE: NEW IN 2.6.0.0:* New auto-update feature (shows changes from your version and allow update with one click);* Added InlayCreator (new package type to customize your guitar) [all credits to Cozy1 and Baoulletes for this feature];* Added config screen that you can pre-define some fields in toolkit;* Added song preview volume box to make preview independant of song volume;* Added structured project import option;* Added package author (charter name) inside the package (can be setup on config screen, default value is "Custom Song Creator", but you can define your name if you want);* Added background worker with progress bar for most toolkit features (Generate package, unpacker, update appid, etc);* Added option to use acronym in file names when generate packages;* Fixed DLCConverter CLI issues;* Fixed packer for mod purposes;* SNG 2 XML general issues fixed;* Enhanced package validation;* Toolkit random hangs fixed;* Package random crashes fixed;* Fixed auto-tone load with ToneC and ToneD in some cases;* Fixed Import Template from package (tuning frequency and some minor issues);* Fixed some existent appIds and added new ones;* DDC updated to 2.2;* Fixed packer for larger than 100mb files;* Minor issue fixes. Note: RS2014 CDLC support almost all new features like new techniques, custom tunings, Tuning Pitch (frequency), Mac platform, etc. This new version of toolkit require lastest version of Editor-on-Fire (EoF) 1.8RC8(r1281) or above. To play custom songs on PC and Mac platform is required a patch to bypass song signature that will be released in a tutorial in smithyanvil. (for consoles is not required). ============================================== CHANGE LOG:
    1 point
  8. Couple sightreads to get going this week: http://i.imgur.com/PzQkCa9.jpg That was awfully easy for a Dream Theatre song, but still a pretty big challenge for our Int players. Good luck, young Petruccis! http://i.imgur.com/FhtfY07.jpg Master class? More like... anime class! :lol: Look at that thigh! Scandalous!! Ecchi!! :persevere:
    1 point
  9. Batman :- http://steamcommunity.com/sharedfiles/filedetails/?id=950108756 :( Moody Blues:- http://steamcommunity.com/sharedfiles/filedetails/?id=950108685 This is fun. My game crashed but I had just RR'd from 50% speed to 100%... 90% was good, 100% was a bit crap... will try play it again before sleep. 8 to 9 ish I reckon. If I nail it before the week's out it'll be rated down to 7.5 :lol:
    1 point
  10. I've tried downloading it twice. Still no luck.. Its one of few Primus songs I figured I'd ever be able to learn how to play. I'll keep trying. If not sounds like V2 is coming. Hopefully that works for me.
    1 point
  11. Blasphemy against the guitar gods!
    1 point
  12. I've run out of time, nothing to show for my efforts either not even a score :( See you next week. :)
    1 point
  13. II.Getting Started That is where the fun begins ! You know which songs you wanna play in your favorite music game ? You have an audio file to work with ? You better do cause you will need it directly ! After Starting EOF, create a new project (File => New) and you will need to indicate which audio file you wanna use (EOF support OGG, MP3 and WAV file). The song information can be automatically populated with the tag inside your audio file if they are available, the RSTK will use EOF information to also automatically populate his own field so i would suggest to indicate the information as soon as possible to avoid having to retype it every time. https://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfKhttps://imgur.com/Iws8BfK Then you can select where the work folder will be, either a folder of your choice, the folder where the audio file is or inside EOF folder (he will create a new sub-folder corresponding to the given name in the field). Note that if you didn’t used an OGG file, EOF will ask you about the quality settings to encore the audio file. 1. The basic for a good EOF project I will start to get into some technical stuff about music theory in there so be warned ! I’ll try to keep it as basic as i can but we are dealing with musical element here, so there’s no way to cut through some of that vocabulary. a. Have enough « silence » at the beginning of the song The silence at the beginning vary a lot from song to song, if it is slow or fast, have an intro with or without guitar or bass but one rule is to follow here to have the best Rocksmith experience and is ODLC standard : The first beat should be at the 10 seconds mark! Since the beat map is common to all instrument that will ensure that everything doesn't start too early in game so that the player will have enough time to get ready. But why 10 seconds? Because Rocksmith need some time to load all the element needed for the song to play correctly and rest assured, you won't see the full 10 seconds of it! In fact you will rarely see more than 4/5 seconds of silence before the beat map appear. One important detail here is that even if the beat map start at 10 seconds, there won't be any note at that point in time. There has to be at least 1 full empty measure (usually 4 beat but for more detail, i suggest to read about time signature and their signification) that will mostly be used for count in event. So there's a few different case with example of tab to visualize it. Case 1 : The music start but not guitar or bass chart have any note in the first measure Case 2 : The music start and at least the guitar or the bass start have note in the first measure Specific case of 2 : there's an anacrusis (the chart doesn't start with a full measure) Case 1 is easy, simply add some silence so that the music start at the 10 seconds mark and align the beat map with it : So to correct this, EOF have a nice function called « add leading silence » which will simply add silence before the song. You can add as many milliseconds as you wish there to make the beginning of the songs starts close to the 10 seconds mark. For case 2, it's a bit more complicated cause you have to account for the fact that you'll have one empty measure. The easy way is to know the number of Beat Per Minute and to deduce how many milliseconds would requires 4 beats (if you are in a 4/4 time signature), it's not complicated math but it will serve you well. For case 3, You can do the same as case 2 but have the note and music start in the appropriate beat of the measure or you can add another full measure. This will really depends how much of the measure is played, i would add a full measure when more than half of the measure is played. b. Set the beatmap to the correct tempo all along the song First the beatmap is what define the tempo, the beat of the song, you can see it in any music game as the white bar that lay horizontally on the highway, some are stronger because they are the first beat of a measure, other are lighter because they are the other beat inside the measure. It is the fundation of a music, it is the metronome that assure you that everything is correctly set in time all along the music. It’s also an important visual cue once in game. It allow players to see how close are note from each other. I can’t stress enough how much this is vital but it is also a part that requires the charter (the one creating the chart for the game) to have atleast a small cue about what the hell a beat is, a measure and how music revolves around it. Many things can make this step a nightmare for a lot of user : How well was recorded the song in the first place How many variation of tempo are in the song Lack of elements that clearly mark the tempo (kick, snare are usually the most obvious cue) I’ve made a long piece about how i do this myself over CustomsForge forum and other users have shared different ways of getting this done properly, there’s no easy and perfect way so i’ll just lay some link for all of you to take a good look at it and try what you prefer : http://customsforge.com/index.php/topic/5099-how-to-sync-your-beat-map/ http://customsforge.com/index.php/topic/856-tutorial-for-proper-gp-tab-sync-sectionphrase-authoring-and-more/ http://customsforge.com/index.php/topic/2393-how-to-get-beat-map/ http://customsforge.com/index.php/topic/5136-using-beat-markers-to-sync-in-eof/ Also a video of me doing the sync for a CDLC :
    1 point
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