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cozy1

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Everything posted by cozy1

  1. If one person can make it work so can you. ;)
  2. Sure. Just use the CST CDLC unpacker tool. Then grab the *.cgm files and load these into Inlay Creator. Then flip away. Edit: Inlays artwork is by defualt for right handed players. If you want to make accurate left handed inlays you may need to modify the artwork spacing as well as flipping horizontal. See tutorial on making Photoshop artwork. You will have to play with the spacing. I have never done any left handed inlays. But it should work.
  3. If you are a lefty then try the flip horizontal feature when building the inlay. I don't have much experience with flipping but it is worth a try. By default inlays are built for right handed players. I would suggest building an inlay for each flip orientation (look for the little arrow checkboxes in the Inlay Creator). Try each combination and let us know which works for you.
  4. You also need to have at least one official in game inlay reward. The Rocksmith inlay is the first inlay reward given. Select the Rocksmith inlay after the game loads then load a song (you don't need to play song). Then go back and load your custom inlay then load a song. If you followed this sequence the custom inlay should show up next time you play a song. Have fun.
  5. Sorry I guess tool doesn't work with the new version of Wwise. Will fix in next release. Thanks for testing. For now, see if you can find Wwise v2013.2.2 build 4828 which the tool is known to work with. EDIT: Several users have reported success using the Wwise auto converter with any of the build series in Audiokinect Wwise v2013.2.x build 48xx
  6. Before reinstall make sure you physically delete the Audiokinect Wwise folders and contents after uninstall. Also physically delete any "WwiseProjects" that are in your "My Documents" before doing the full fresh reinstall. You may have a buiild conflict between GUI and CLI. Right click on Wwise.exe, Version, Build Number must be the same as WwiseCLI.exe, Version, Building Number. Can you run Wwise GUI after reinstall? Can you run Wwise CLI after reinstall (pops up DOS Command Window then closes)?
  7. Well that answered the first question. What about the other?
  8. @@sasmallen Do you have Wwise 2013 v2013.2.2 or later installed? Audiokinect Wwise needs to be installed for tool to work. If you have it installed then do a Windows search for WwiseCLI.exe file. Did you find it? If not then reinstall Wwise. Recommend installing x86 32-bit version.
  9. Now I get. You are demon master. Good idea. I like it. Just so you know I had that idea days ago.
  10. You guys are demons, well done :D Well said! I like it.
  11. Yes. Custom tones will have to be created. Otherwise Default tone is used.
  12. Do you really want to automate the whole process? The way it is allows users to selectively choose arrangements, tones, etc. Think that is best. Complete automation = no choices.
  13. Here is tutorial for the new RS2012 --> RS2014 conversion feature. Really pretty easy ... 1) Use unpacker, select "RS2012", check "Decode Audio", click "Unpack", select RS1 CDLC *.dat file and unpack, 2) In Creator select "Convert" radio button, click Arrangements "Add" button. "Add Arrangment" popup window opens, click "Browse". Open the folder that contains the contents of the unpacked RS1 CDLC file. Open folder path "GR/Behaviors/Songs" and select the RS1 Song XML file. In "Add Arrangments" click "OK" .. popup closes. Add other RS1 arrangements from the CDLC as desired. 3) In Creator "Files" select album art browse button. Open the folder that contains the contents of the unpacked RS1 CDLC file. Open folder path "GRAssets/AlbumArt" and select the RS1 album artwork *.dds file. 4) In Creator "Files" select audio browse button. Open the folder that contains the contents of the unpacked RS1 CDLC file. Open folder path "Audio/Windows" and select the RS1 audio *_fixed.ogg file. Important make sure to select the *_fixed.ogg audio file. 5) In Creator make any other changes need e.g. add the album, artist names. After all changes are made click "Generate". Wait for completion prompt. 6) Load the new RS2014 CDLC conversion into the game dlc/cdlc folder. Have fun! EDIT and FOLLOWUP: You can still use the above procedure to convert RS1 to RS2 CDLC if you like, or you can just use the new feature that has been added to the toolkit under the Creator tab. Just look for the NEW radio button that says, "Convert". The Creator will completely automate the process. The user still has full control over RS1 to RS2 conversions, naming, tones, arrangements, ... everything asked for.
  14. @Azreal, et.al.: New Wwise auto convert feature looks for WwiseCLI.exe. So you can not have two versions installed. Have heard that Win32 version works best, so suggest renaming x64 version so converter does not find it. Be aware that Audio quality 9 produces twice as big a WEM file as quality 4. Most DLC are in 128 to 164 kbps range, so recommend stick with quality 4 unless you are an audiophile. Forgot to say that Wwise auto convert will accept WAV or OGG files and automatically produce WEM and preview WEM. If you don't like the preview WEM produced by toolkit, you can always provide your own and toolkit will use whatever you have provided instead.
  15. The latest release should work for bass. Give it a try and let me know. Be sure to read step 4 in the tutorial.
  16. The Custom Game Toolkit uses the "RocksmithToolkitLib" and @cabalistic's "RocksmithToTab" libraries which are open source code and graciously credited in CGT. CGT is not open source. That being said, some CGT code is included in CST which is open source. So take a look at CST if you are interested in the code.
  17. @RdBass4 Looks like you figured out how to use my PS template to produce Bass Inlays. Nice work now you can teach others. Send a link to your inlay and PS files here and I will host with other inlay templates if you would like to share. You also confirmed there are dead zones on bass fretboard too. Good job.
  18. Sounds like you have corrupt CDLC. Click on my signature link to download the CDLC verifier tool.
  19. @kenzyme I was able to reproduce the problem you were having and have implemented a fix. Please download the new version of CGT 1.5.5. Just follow the link in my signature.
  20. Here is a tool at the bottom of the page that will tell you if CDLC is corrupt. Download CDLC Verifier here.
  21. Velocity can be anything greater than 0. Only the FMP track(s) need to be multichannel and use channels 10-15 (base zero). Drums are always on Midi Channel 9 and Channels 0-8 can be used by any other track. I think you are using Channel 1 in the note_music.mid file so this does not need to changed. I may have inadvertently introduced some confusion because I am referring to a base zero channel system, but actually Midi Channels are more commonly thought of as channels 1 - 16, so drums are on Channel 10 (if we are talking base one) Here is a link to AuClair.mid which is FMP compatible. Enclosed in the rar is a text output of the AuClair midi file which will help to explain things better. The multichannel FMP track in AuClair contains the same note on and note off events as the single channel guitar track. The Synthasia manual says something about "mute just the tracks you play in the Track Menu for the song you are playing" but I have not played the game so I'm not sure whether two midi files are necessary or not. I would like to think that a Type 1 multi track midi file could be used be used by Sythasia and individual tracks are mutable like in GP5 or GP6 but it is just a guess.
  22. I think only official link to Audiokinect Wwise may be posted here, but feel free to correct me if I am wrong.
  23. It looks like Audiokinect just took down all the links to the legacy releases of Wwise that supported Rocksmith. :( I don't know if the newest version of Wwise will support Rocksmith 2014. If you are inclined to beta test, you could try downloading the latest release and let the community know if it works. EDIT: Several users have reported success using the Wwise auto converter with any of the build series in Audiokinect Wwise v2013.2.x build 48xx
  24. @raynebc: First off, thank you for EOF and providing the new feature to "Save Separate Music Midi File". I have small proposed change and a new feature request that will expand the usefulness of the save function. A little background ... the Fretlight M-Player program uses standard midi files that contains a track that has channelization to activate an LED at the correct fret/string position on the guitar. Fretlight guitar owner's could use EOF to produce compatible midi files if midi track channelization is added to the "Save Separate Music Midi File" feature. Below is an example of Midi Track Channelization for an "A" major chord. Excerpt of current EOF Output using "Save separate musical MIDI file" - notes_music.mid Meta TrkName "PART REAL_GUITAR" Meta Text "A" NtOn ch=1 n=45 v=64 NtOn ch=1 n=52 v=64 NtOn ch=1 n=57 v=64 NtOn ch=1 n=61 v=64 NtOn ch=1 n=64 v=64 NtOf ch=1 n=45 v=0 NtOf ch=1 n=52 v=0 NtOf ch=1 n=57 v=0 NtOf ch=1 n=61 v=0 NtOf ch=1 n=64 v=0 Proposed EOF Output with Midi Track Channelization The track name must be prefixed with "FMP - " for the M-Player program to recognize the midi track. This could even be done by adding a new separate track if desired to the existing notes_music.mid format. Meta TrkName "FMP - Rhythm" Meta Text "A" NtOn ch=11 n=64 v=127 NtOn ch=12 n=61 v=127 NtOn ch=13 n=57 v=127 NtOn ch=14 n=52 v=127 NtOn ch=15 n=45 v=127 NtOf ch=11 n=64 v=0 NtOf ch=12 n=61 v=0 NtOf ch=13 n=57 v=0 NtOf ch=14 n=52 v=0 NtOf ch=15 n=45 v=0 Programmatic KEY to Midi Track Channelization /// /// input Guitar String Number 5 - 0 ==> High E, B, G, D, A, low e /// returns Midi Channel Channel 10 - 15 /// public static int StringNum2ChannelNum(int stringNumber) { int midiChannel = 15 - stringNumber; return midiChannel; } A major benefit of adding midi track channelization is that it would allow a new feature to be added to EOF that could "Import" the "Save Separate Music Midi File" back into the program that contains the necessary note, string and timing data to populate the editor. Thank you for your consideration. Cozy1
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