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raynebc

Rocksmith Custom Developer
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  1. raynebc's post in How can I add importion parts? was marked as the answer   
    Import each of the Guitar Pro tracks into different tracks in EOF.  Then you can copy and paste notes from one track to the other, just make sure to use appropriate seek controls (ie. the Pg Up/Dn related ones, all of which are listed in Song>Seek) so that the seek position is where you want the pasted notes to go before you paste them.  You can copy and paste between different instances of EOF, but copy/pasting within the same instance of EOF is better because it will also copy certain types of techniques that may have imported from the Guitar Pro file.
     
    Tech notes that were imported would have to be copy/pasted separately from the regular notes.  You can check to see if there are any by pressing F4 to toggle "tech view" on or off.  Pasting tech notes is a little more complicated in that you would need to move the seek position to the correct note where you want the paste to begin.  Depending on the notes being copied, the first normal note wasn't necessarily the first of them that had tech notes, so you may paste the normal notes at one beat, and then paste the normal notes farther ahead in the chart.
  2. raynebc's post in MIDI Tone Selection was marked as the answer   
    I don't understand the problem you're describing. In case it's relevant: Old versions of EOF had a bug where the MIDI instrument numbers in eof.cfg were corrupted between subsequent launches of EOF, but if you close EOF, delete these entries:
    eof_midi_synth_instrument_guitar =...
    eof_midi_synth_instrument_guitar_muted =...
    eof_midi_synth_instrument_guitar_harm =...
    eof_midi_synth_instrument_bass =...
     
    Save the changes and then open EOF again, they will reset to the correct default instrument numbers. You could instead change them to different instrument numbers of your choosing:
    https://www.midi.org/specifications/item/gm-level-1-sound-set
     
    As for your enhancement request, it may be easy enough for me to allow the user to define a specific instrument number to use for each track (this would probably be saved on a per-project basis). Let me know if that's close enough to what you're asking for.
  3. raynebc's post in BPMs and Metronome sound level was marked as the answer   
    1.  Clicking and dragging beats only changes tempo on the selected beat if there is an anchor (a beat locked in place) ahead of it, because that anchor won't move when the earlier beat is clicked and drug to a new position.  To change the tempo of all beats from the selected beat up until the next anchor (if there is one), use "Beat>BPM Change".

    What I like to do in order to get a good average tempo for a song when I start syncing it is to sync a measure by clicking and dragging it, and then using "Beat>Delete anchor".  This removes the anchor that was placed on the selected beat when you moved it, and makes it assume the tempo of the previous tempo change (ie. the first beat's tempo).  Then I go another measure or two in and do the same thing.  After a few of these, the tempo on the first beat gets more accurate and the changes you make to beat positions will be more subtle and possibly fewer in number.  If the song really changes tempo part-way through, you may find it helpful to do this process to fine tune the tempo on a beat other than the first beat of the chart.

    2.  EOF doesn't have a way to increase the volume of a sound cue (ie. metronome) above 100%, but you can lower the volume of the chart audio itself by going into "Song>Audio cues".
  4. raynebc's post in Keyboard shortcuts was marked as the answer   
    I should clarify that keys.txt is what gets displayed if you use Help>Keys, and it displays a list of the more common shortcuts as well as ones that had no comparable menu function.  Other shortcuts are listed beside each function in the menus.
  5. raynebc's post in Odd things happening with eof.cfg was marked as the answer   
    This bug was corrected with the 3-7-2017 hotfix.
  6. raynebc's post in Visual glitch in chords self-made CDLC was marked as the answer   
    It looks like a typo in one of the chord definitions.  This definition:
     
    <chordTemplate chordName=""        finger0= "1" finger1= "1" finger2= "3" finger3="-1" finger4="-1" finger5= "1" fret0= "1" fret1= "1" fret2= "3" fret3="-1" fret4="-1" fret5="-1"/>incorrectly defines use of the index finger on the high E string even though the fret number for that string indicates the string isn't played.  EOF's error checking was automatically removing the fingering for the chord after it was automatically applied due to the fingering being invalid, which is why it was repeatedly saying that chord's fingering was undefined.  By editing the chordshapes.xml file and changing that definition so that finger5 equals -1 like the following:
     
    <chordTemplate chordName=""        finger0= "1" finger1= "1" finger2= "3" finger3="-1" finger4="-1" finger5="-1" fret0= "1" fret1= "1" fret2= "3" fret3="-1" fret4="-1" fret5="-1"/>The problem seemed to go away and EOF stopped complaining about the fingering for that chord.
     
    I expect this is the cause of the problem in-game.  If you have time, please replace your chordshapes.xml file with this fixed one and let me know if the problem is indeed fixed:
    http://ignition.customsforge.com/eof/download/151
  7. raynebc's post in I need some help here with updating old customs was marked as the answer   
    I'm under the assumption that the EOF project files are unavailable, and @@TranceXZero is wanting to unpack and import XML files into EOF.  If you can send me the XML file(s) you're trying to import, I can check to see what the problem is.
  8. raynebc's post in EoF still doesnt import bpm changes was marked as the answer   
    Keep in mind is that Guitar Pro import does not import tempo changes because it is not intended to do so.  If you're waiting for this to change, you're going to be disappointed. Guitar Pro files are almost never accurate enough in timing to line up appropriately with a recording of a song and every properly authored chart will involve manually syncing measures and beats (or a song that is perfectly in tempo due to it being engineered that way, ie. electronic genre music or a very anal-retentive sound engineer).  If you really wanted, you can have Guitar Pro export a MIDI file (this will include tempo changes) and have EOF import that MIDI file for the tempo changes, and then import the tablature with Guitar Pro import.
     
    As for measure numbering, I did a couple spot checks but it looks like it imported correctly.  That Guitar Pro file is authored with repeated measures, so the real measure numbering when played by a human is not the same thing.  For example, measure 1 is repeated once, so what is measure 2 on the tablature is measure 3 when "unwrapped" into a notation that lists all played measures in order.  This is correct, intentional, required behavior.  If you can identify measures that are being imported out of correct order, please clarify.
  9. raynebc's post in Bass tone not assigning in XML was marked as the answer   
    If only one tone is used for an arrangement, EOF will not export it to XML and you'd instead just need to define the one tone in the toolkit.
  10. raynebc's post in Change bpm in a section. was marked as the answer   
    Select the beat in question and use "Beat>BPM Change".  Or you can anchor the first beat in that section (select it and press A), then seek to a later beat, click it and drag it to line up correctly with the music (displaying the waveform graph helps with this).  All beats between the beat you dragged and the anchor before (and after if applicable) are resized to match.
  11. raynebc's post in Scroll speed was marked as the answer   
    Based on what I could find on the forum, you can only set one scroll speed in the toolkit. In-game, the scroll speed increases as the difficulty level increases. I don't immediate know of a way you can increase the lowest difficulty's speed without ultimately making the highest difficulty scroll faster as a side effect.
  12. raynebc's post in Workarounds for Tuplets was marked as the answer   
    Guitar Pro 5 seems to only allow these tuplet values to be used: 3, 5, 6, 7, 9, 10, 11, 12, 13
     
    For the others, you'll probably have to set a more typical timing for them in GP6 and manually define those note lengths in EOF after you import the tab. You may have to define custom grid snap values in EOF to get everything spaced just right depending on what note lengths are used in your tuplets.
  13. raynebc's post in Unpitched Slide was marked as the answer   
    The game has no "slide into" technique, so the best you can do is take a sliding note and link it to the note on G16. Making the first note an unpitched slide from 2 or 3 frets below 16 would probably give the player enough of an idea of what to play, and the game will be very loose on scoring the unpitched slide.
  14. raynebc's post in Chord fingering was marked as the answer   
    My preferred option about a note status would be like applying any of the statuses that have a checkbox in the "Edit pro guitar note" dialog. You'd be able to check the box there, or use a separate menu function. This approach means that the entire chord is defined as having no fingering, you wouldn't be able to define fingering some but not all of the fretted strings in a chord.
  15. raynebc's post in Export Guitar Pro was marked as the answer   
    This was fixed a couple hotfixes ago. What version of EOF are you using?
  16. raynebc's post in Chord length issue (again) was marked as the answer   
    For now, it might be worth removing all fret hand positions from the project and letting EOF create them automatically when saving the XML files. When you add FHPs to the project and then continue to edit it, it causes several of the problems you've brought up in this thread (arpeggio phrases ending early, chord boxes more than 4 frets wide). I would recommend getting the chart working to your liking without DDC, and then you can add difficulty levels. Troubleshooting multiple problems with a multi-difficulty chart is complicated.
  17. raynebc's post in Weird EOF problem was marked as the answer   
    Please verify what version EOF indicates it is in Help>About. The easiest thing to try would be to remove the fret hand positions (use "Track>Rocksmith>Fret hand positions>List", or CTRL+SHIFT+F, and click the "Delete all" for each track difficulty that has notes in it. EOF will complain about no fret hand positions being defined when you save again, but it will add some that should work alright. If it works after that, you can make any edits to the positions that you want and see if that works.
     
    If the automatically added fret hand positions doesn't work in the toolkit, please send me your EOF project file so I can do some testing.
  18. raynebc's post in Arpeggio/handshape crosses into another phrase issue! was marked as the answer   
    It will be corrected in the next hotfix.
  19. raynebc's post in Problem with making cdlc was marked as the answer   
    You can get the latest EOF from this thread:
    http://customsforge.com/topic/1529-latest-eof-releases-18rc12/
  20. raynebc's post in Can't Escape Tech Mode was marked as the answer   
    Looks like it's a bug in the "Song>Pro guitar>Highlight notes in arpeggios" feature. It will be fixed in the next release, but disabling that feature should let you work around it for now.
  21. raynebc's post in Error saving WAV file was marked as the answer   
    So be it. In order for that error to be displayed, it would have to be in the log file. You're using an old version of EOF though, the latest one may give you better results.
  22. raynebc's post in CustomForge Song Manager Malware Detected 1.2.7.9 was marked as the answer   
    Only 2 out of 56 common AV programs claim it's a virus:
    https://virustotal.com/en/file/de129556e20f18e6bbd18a7267f82c3019b82a9347f4785e3ec194830aa951a9/analysis/1481063696/
     
    It's a safe bet that it's a false positive.
  23. raynebc's post in Frets / fingering in Information Panel was marked as the answer   
    I added this feature. Just to set proper expectations, I'll mention that the frets and fingering aren't going to line up perfectly. This is because a proportional font is in use. It looked very bad with a monospaced font, so this will probably be as good as it gets for now.
  24. raynebc's post in Add palm mute? was marked as the answer   
    That lets you make the notes in the chord string muted. For palm mute you'll want to select the desired notes/chords and use "Note>Pro guitar>Toggle palm muting" (or use the CTRL+M keyboard shortcut). The "PM" designation will appear beneath notes/chords that have this technique.
  25. raynebc's post in program files warning was marked as the answer   
    I'll change it to warn about being in "C:\program files...".
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