July 21, 201510 yr Would there be a way to change all the backgrounds of Rocksmith so you could use a chroma key to remove everything except for the notes, amps, text,... This would be very nice for my live stream.If anyone knows how to do this, please tell me.
July 24, 201510 yr Administrator You might want to ask @@Laro for that since he did change most of the texture in RS menu : http://customsforge.com/topic/20557-skins-in-rs/ I'll admit i'm also a bit interested by this idea :D Firekorn's workshop In Flames Discography #FirekornHasDoneNothingForTheCommunity
July 26, 201510 yr Fastest solution is to go to riff repeater, start the repeater, press Esc, resume song and all the background keeps black (at least works for me)I've also tried to replace the background with a green chroma key, but I couldn't get rid of the vignette: http://i.imgur.com/OZMMfQUm.jpg
July 27, 201510 yr @@Fattyshow I would try first changing the configuration in the game, so the are not visual effects(filters they use) and then disable the change to the venues. That way I think there will be only the wall, and thats easy to change. @@SA_JK I can't try right now, but have your tried changing the posteffect_vignette_riffrepeater.dds to green and making transparent the other posteffect textures?
July 30, 201510 yr I got something similar, even trying different kind of vignettes and I think that's not a vignette. I think that what the game does is just put the brighness lower in the corners. I think that we would need to modifiy the showlights.xml inside loft01_Pc\gamexblocks\venues\loft01.xblock.7z\assets\gameplay\showlights. I've been looking a bit into it but I can't find the way since I have no idea about xmls, here is it, maybe someone can help: <?xml version='1.0' encoding='UTF-8'?> <showLights> <venues> <!-- Available light types: "blinder", "led", "par", "intelBright", "intelStreak", "intelLaser". Probabilities should add up to 1 for each venue and tier. Note that LED light will only spawn when spawner has at least 200 units clearance to other spawners. Fallback: PAR can. Intelligent Streak lights are currently deactivated because of rendering issues. Fallback: Intelligent Bright. --> <venue size="small" maxSpawnerCount="16" masterBrightness=".7" maxGroupSize="2"> <tier type="1"> <light type="par" probability="1"/> </tier> <tier type="2"> <light type="blinder" probability="0.5"/> <light type="led" probability="0"/> <light type="par" probability="0.5"/> <light type="intelBright" probability="0"/> </tier> <tier type="3"> <light type="led" probability="0"/> <light type="intelBright" probability="1"/> </tier> <tier type="4"> <light type="intelStreak" probability="0.5"/> <light type="intelLaser" probability="0.5"/> </tier> </venue> <venue size="medium" maxSpawnerCount="70" masterBrightness=".7" maxGroupSize="6"> <tier type="1"> <light type="par" probability="1"/> </tier> <tier type="2"> <light type="blinder" probability="0.5"/> <light type="par" probability="0.5"/> </tier> <tier type="3"> <light type="par" probability="0.1"/> <light type="blinder" probability="0.2"/> <light type="intelBright" probability="0.7"/> </tier> <tier type="4"> <light type="intelStreak" probability="0.4"/> <light type="intelLaser" probability="0.6"/> </tier> </venue> <venue size="large" masterBrightness="0.7" maxGroupSize="16"> <tier type="1"> <light type="par" probability="1"/> </tier> <tier type="2"> <light type="blinder" probability="0.5"/> <light type="par" probability="0.5"/> </tier> <tier type="3"> <light type="par" probability="0.1"/> <light type="blinder" probability="0.2"/> <light type="intelBright" probability="0.7"/> </tier> <tier type="4"> <light type="intelStreak" probability="0.4"/> <light type="intelLaser" probability="0.6"/> </tier> </venue> </venues> <behaviors> <!-- available behaviors: <brightness/>, <circle/>, <figure8/>, <sway/>, <zigZag/>, <animation/> common attributes: - length: duration in beats (b) or measures (m) this behavior will play - loopLength: duration in beats (b) or measures (m) after which the behavior will start over - stagger: intervall in beats (b) or measures (m) between individual lights when starting the behavior <brightness/> attributes: - progress: "static" (default), "linear", "smooth" (Sine-based curve from A to B) - a: number from 0 to 1 - b: number from 0 to 1 (ignored if static) <circle/> attributes: - angle: number from 0 to 180 - mirror: 0 (default) or 1 <figure8/> attributes: - angle: number from 0 to 180 - mirror: 0 (default) or 1 <sway/> attributes: - progress: "linear" (default), "smooth" (Sine) - yawRange: number from 0 to 180 - pitchRange: number from 0 to 180 - mirror: 0 (default) or 1 <zigZag/> attributes: - angle: number from 0 to 180 - mirror: 0 (default) or 1 <animation/> attributes: - progress: "static" (default), linear", "smooth" (Sine-based curve from A to B) - a: "neutral" = "narrowBeam" (default), "wideBeam", "spinningBeam" - weightA: number from 0 to 1 (default) - b: "neutral" = "narrowBeam" (default), "wideBeam", "spinningBeam" (ignored if static) - weightB: number from 0 to 1 (default) Note: Either length or loopLength (or both) have to be defined, all other attributes are optional! Behaviors can be chained. For example: <behavior> <brightness loopLength="1b" a="1"/> <brightness loopLength="3b" a="0"/> </behavior> This will result in the light only being on (at full brightness) during the first of 4 beats, repeating the pattern as long as the section is active. A more complex example: <behavior> <brightness loopLength="1m" progress="linear" a="0" b="0.5"/> <circle loopLength="0.5m" angle="30"/> <sway loopLength="0.5m" progress="smooth" yawRange="30"/> <animation loopLength="1m" progress="linear" a="neutral" b="narrowBeam"/> </behavior> This will result in the light fading from off to half brightness within 1 measure. The circle and sway behaviors only apply to lights that can rotate. In the first half of the measure it will move in a circle once and in the second it will sway to one side, then to the other. This will repeat for each measure until the section is over. The angle of 30 degrees is the limit in which the light will rotate up-down left-right to perform the circle pattern. The yawRange is the limit in which the light will rotate left-right for the sway. The sway will slow down at the extremes (left and right), according to the Sine function. (This tends to look more natural.) Lastly, the animation will cause the beam to narrow down over the course of a measure, provided the light type supports it. --> <!-- Put a behavior for testing here and check the console variable "ShowLights_TestBehavior". --> <test> <light type="par"/> <behavior> <brightness loopLength="2b" stagger="3b" progress="smooth" a="1" b="0.7"/> <brightness loopLength="0.5m" a="0.1" b="1"/> <zigZag loopLength="4m" mirror="1" angle="30"/> <animation loopLength="2b" progress="smooth" a="neutral" b="wideBeam"/> </behavior> </test> <tier type="1"> <behavior> <brightness loopLength="4b" progress="smooth" a="0.3" b="0.6"/> <brightness loopLength="4b" progress="smooth" a="0.6" b="0.3"/> </behavior> <behavior> <brightness loopLength="6b" stagger="4b" progress="smooth" a="0.5" b="0.8"/> <brightness loopLength="6b" progress="smooth" a="0.8" b="0.5"/> </behavior> <behavior> <brightness loopLength="2b" stagger="2b" progress="linear" a="1" b="0"/> <brightness loopLength="2b" a="1" b="0.3"/> </behavior> <behavior> <brightness loopLength="2b" stagger="2b" progress="linear" a="0.7" b="0.1"/> <brightness loopLength="2b" a="0.7" b="0.1"/> <brightness loopLength="4b" stagger="2b" progress="smooth" a="0.5" b="0.1"/> <brightness loopLength="4b" a="0.5" b="0.1"/> </behavior> <behavior> <brightness loopLength="1b" stagger="3b" progress="linear" a="0.7" b="0.3"/> <brightness loopLength="1b" a="0.7" b="0.1"/> <brightness loopLength="1b" stagger="1b" progress="smooth" a="0.5" b="0.1"/> <brightness loopLength="1b" a="0.5" b="0.1"/> </behavior> <behavior> <brightness loopLength="4b" stagger="2b" progress="linear" a="0.6" b="0.1"/> <brightness loopLength="4b" a="0.6" b="0.1"/> <brightness loopLength="4b" stagger="2b" progress="smooth" a="0.5" b="0.1"/> <brightness loopLength="4b" a="0.5" b="0.1"/> </behavior> <behavior> <brightness loopLength="2b" progress="smooth" a="0.4" b="0.6"/> <brightness loopLength="2b" progress="smooth" a="0.5" b="0.6"/> </behavior> <behavior> <brightness loopLength="1b" stagger="2b" progress="linear" a="0.7" b="0.1"/> <brightness loopLength="1b" a="0.7" b="0.1"/> <brightness loopLength="1b" stagger="2b" progress="smooth" a="0.5" b="0.1"/> <brightness loopLength="1b" a="0.5" b="0.1"/> </behavior> <behavior> <brightness loopLength="1b" stagger="1b" progress="smooth" a="0.7" b="0.2"/> <brightness loopLength="1b" a="0.7" b="0.2"/> </behavior> <behavior> <brightness loopLength="1b" stagger="2b" progress="linear" a="0.8" b="0.2"/> <brightness loopLength="2b" a="1" b="0.2"/> </behavior> <behavior> <brightness loopLength="4b" stagger="2b" progress="smooth" a="0" b="0.8"/> <brightness loopLength="4b" progress="smooth" a="0.8" b="0"/> </behavior> <behavior> <brightness loopLength="2b" progress="smooth" a="0.08" b="0.7"/> <brightness loopLength="4b" a="0.7"/> <brightness loopLength="4b" progress="smooth" a="0.7" b="0.08"/> <brightness loopLength="6b" a="0.7"/> </behavior> </tier> <tier type="2"> <behavior> <brightness loopLength="2b" stagger="2b" progress="linear" a="0.8" b="0.2"/> <brightness loopLength="2b" a="0.8" b="0.3"/> <sway loopLength="3m" progress="smooth" mirror="1" yawRange="60" pitchRange="100"/> </behavior> <behavior> <brightness loopLength="1b" stagger="2b" progress="linear" a="0.7" b="0.2"/> <brightness loopLength="2b" a="0.7" b="0.2"/> <circle loopLength="1m" mirror="0" angle="60"/> <circle loopLength="1m" mirror="0" angle="10"/> </behavior> <behavior> <brightness loopLength="1b" stagger="2b" progress="smooth" a="0.7" b="0.4"/> <brightness loopLength="2m" a="0.4" b="0.7"/> <circle loopLength="4m" mirror="1" angle="90"/> <animation loopLength="1m" progress="smooth" a="neutral" b="wideBeam"/> <animation loopLength="1m" progress="smooth" a="neutral" b="wideBeam"/> </behavior> <behavior> <brightness loopLength="1b" stagger="3b" progress="linear" a="0.7" b="0.3"/> <brightness loopLength="1b" a="0.7" b="0.3"/> <brightness loopLength="1b" stagger="2b" progress="Smooth" a="0.5" b="0.1"/> <brightness loopLength="1b" a="0.5" b="0.1"/> <figure8 loopLength="4m" progress="smooth" mirror="1" angle="40"/> <figure8 loopLength="6m" progress="smooth" mirror="1" angle="90"/> </behavior> <behavior> <brightness loopLength="1b" stagger="3b" progress="smooth" a="1" b="0.7"/> <brightness loopLength="1m" a="0.4" b="1"/> <zigZag loopLength="6m" mirror="0" angle="30"/> <animation loopLength="2m" progress="smooth" a="neutral" b="wideBeam"/> </behavior> <behavior> <brightness loopLength="2b" stagger="3b" progress="smooth" a="1" b="0.7"/> <brightness loopLength="0.5m" a="0.1" b="1"/> <zigZag loopLength="4m" mirror="1" angle="30"/> <animation loopLength="2b" progress="smooth" a="neutral" b="wideBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.5" b="0.8"/> <brightness loopLength="6b" progress="smooth" a="0.8" b="0.5"/> <sway loopLength="3m" progress="smooth" mirror="1" pitchRange="30"/> </behavior> <behavior> <brightness loopLength="4b" stagger="2b" progress="smooth" a="0" b="0.8"/> <brightness loopLength="4b" progress="smooth" a="0.8" b="0"/> <sway loopLength="3m" progress="smooth" mirror="0" pitchRange="30"/> </behavior> </tier> <tier type="3"> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <circle loopLength="3m" mirror="1" angle="40"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <circle loopLength="3m" mirror="0" angle="40"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <figure8 loopLength="3m" progress="smooth" mirror="1" angle="20"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <figure8 loopLength="3m" progress="smooth" mirror="0" angle="20"/> </behavior> <behavior> <brightness loopLength="5m" progress="smooth" a="1" b="1"/> <figure8 loopLength="5m" progress="smooth" mirror="0" angle="20"/> <animation loopLength="1m" a="spinningBeam" /> </behavior> <behavior> <brightness loopLength="2b" progress="linear" a="0" b="1"/> <brightness loopLength="12b" a="1"/> <brightness loopLength="2b" progress="linear" a="1" b="0"/> <brightness loopLength="2b" a="0"/> <figure8 loopLength="3m" progress="smooth" mirror="0" angle="20"/> <animation loopLength="4b" progress="smooth" a="neutral" b="wideBeam" weightB="1"/> <animation loopLength="4b" progress="smooth" a="wideBeam" b="neutral" weightA="1"/> </behavior> <behavior> <brightness loopLength="5m" progress="smooth" a="1" b="1"/> <sway loopLength="3m" progress="smooth" mirror="1" yawRange="60" pitchRange="100"/> <animation loopLength="1m" a="spinningBeam" /> </behavior> <behavior> <brightness loopLength="5m" progress="smooth" a="1" b="1"/> <figure8 loopLength="5m" progress="smooth" mirror="0" angle="20"/> <animation loopLength="1m" a="spinningBeam" /> </behavior> </tier> <tier type="4"> <behavior> <brightness loopLength="8m" progress="smooth" a="1" b="1"/> <circle loopLength="3m" angle="40"/> <sway loopLength="3m" progress="smooth" yawRange="40"/> <animation loopLength="4b" progress="smooth" a="neutral" b="wideBeam" weightB="1"/> <animation loopLength="4b" progress="smooth" a="wideBeam" b="neutral" weightA="1"/> </behavior> <behavior> <brightness loopLength="8m" a="1" b="1"/> <circle loopLength="3m" angle="40"/> <circle loopLength="3m" angle="40"/> <sway loopLength="3m" progress="linear" mirror="1" yawRange="40"/> <animation loopLength="4b" progress="smooth" a="neutral" b="wideBeam" weightB="1"/> <animation loopLength="4b" progress="smooth" a="wideBeam" b="neutral" weightA="1"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <sway loopLength="3m" progress="smooth" mirror="1" yawRange="30"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <sway loopLength="3m" progress="smooth" mirror="0" yawRange="30"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <sway loopLength="3m" progress="smooth" mirror="1" pitchRange="30"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <sway loopLength="3m" progress="smooth" mirror="0" pitchRange="30"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <figure8 loopLength="3m" progress="smooth" mirror="0" angle="20"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="6b" progress="smooth" a="0.6" b="1"/> <brightness loopLength="6b" progress="smooth" a="1" b="0.6"/> <figure8 loopLength="3m" progress="smooth" mirror="1" angle="20"/> <animation loopLength="1m" a="spinningBeam"/> </behavior> <behavior> <brightness loopLength="8m" progress="smooth" a="1" b="1"/> <figure8 loopLength="3m" progress="smooth" mirror="0" angle="20"/> <sway loopLength="3m" progress="smooth" mirror="0" pitchRange="30"/> <animation loopLength="4b" progress="smooth" a="neutral" b="wideBeam" weightB="1"/> <animation loopLength="4b" progress="smooth" a="wideBeam" b="neutral" weightA="1"/> </behavior> <behavior> <brightness loopLength="8m" a="1" b="1"/> <figure8 loopLength="3m" progress="smooth" angle="20"/> <figure8 loopLength="3m" progress="smooth" angle="20"/> <circle loopLength="3m" mirror="0" angle="40"/> <animation loopLength="4b" progress="smooth" a="neutral" b="wideBeam" weightB="1"/> <animation loopLength="4b" progress="smooth" a="wideBeam" b="neutral" weightA="1"/> </behavior> </tier> </behaviors> </showLights>
November 29, 201510 yr I kinda made it work, its not pretty but does what somewhat it was supposed to do. Any help in making it prettier would be appreciated :D Picture :D Check out my other custom and whats in the making!
November 30, 201510 yr I've achieved kinda the same result with after effects, but yours seems cleaner.It looks almost perfect, but the green notes gets also deleted?
November 30, 201510 yr I've achieved kinda the same result with after effects, but yours seems cleaner.It looks almost perfect, but the green notes gets also deleted? I haven't tried it yet, but i am quite sure they will be. I'll try it out later tomorrow and report back and tell how it went. But the color can always be changed. The best color would be something that is not present in the game. Check out my other custom and whats in the making!
November 30, 201510 yr Just try with colorblind mode or fine-tune notes colors yourself. to be off your chroma key. Donate with PayPal Latest Toolkit build (PC) My Workshop \\\\ Amon Amarth Workshop (by Generalsnus) Tool Discography
December 2, 201510 yr Well it seems that i can't continue the research on this matter in a while because of work. But i will get back to it, because it would be cool to get it work better and at some point even well. Check out my other custom and whats in the making!
December 2, 201510 yr It's an interresting mod, i'll follow this thread.(HD Official Videos with RS notation on top) is what the game should looks like.
June 5, 20169 yr So I was messing about with this tonight - got it "kinda working" in that my "green screen" effect works 80% fine within the menus - but not when playing. Is anyone able to point me to the right files to alter so my "green screen effect" works while playing? Also - how to remove the wall artefacts that still show, would be nice. Video eg - recorded via obs, video is un-edited from live capture.I used a canary yellow in place of the typical green, since I thought it might be easier to keep the note highway properly displayed. OBS variance factor is set higher than I'd ideally prefer for this test.
June 5, 20169 yr "...from live capture" Whao impressive,"Is anyone able to point me to the right files to alter so my "green screen effect" works while playing?"Sorry i don't know wich files to alter for this. Hope we'll can use VLC or obs as a video player in background (it wouldn't require to psarc the big videos files in RS), maybe using the windows key to switch from RS to obs & change the videos when wanted. I've seen a"Video source plugin": Add video files and other media as sources (files supported by VLC should work).
May 24, 20178 yr I decided to give this another crack recently. Loft, Gears and Static .psarc files were modded to give this effect. Audio out of sync due to OBS being randomly stupid - can't find how/where to get rid of the speaker effects "sound waves" - but this was recorded using OBS / camera live in Luma key setting with black as the opacity. - If using Luma key (like Chroma key but works with a black background) everything you see as black will be transparent. This was done so the game would still be playable to the person playing, but will also give a nice luma key base for changing the background. Short version, it works. Now If I could just get rid of the damned sound waves.......
May 25, 20178 yr I'll try this towards the end of the year, i have too much woodwork to do (planed for all this summer).can't wait to run vids in the background on Rocksmith, it will change the playing experience in a very very good way.It's amazing you've been able to link RS to one external program medias, this will allow to store the vids out of RS.Great Job
May 26, 20178 yr This is cool, Does this mean that we can add music video's into the CDLC's pack in the future? Check out my Custom Inlays topic here Customize those dots at fret 3, 5, 7,... with your favourite band logo! Check out my Youtube channel here Rock, Punk and Metal Rocksmith playthroughs, Just Dance Audio Swaps and Synthesia Piano Plays Rise Against DG - ADTR DG - Enter Shikari DG Beartooth DG - Senses Fail DG - Just Dance Topic
May 26, 20178 yr This is cool, Does this mean that we can add music video's into the CDLC's pack in the future? I really have no idea. All I did was set all of the interface I didn't want to see to black, OBS uses luma key to make it transparent - the camera is recorded live "below" the RS interface. I have no idea how you'd link the active song to a preset video - or have it set to be the right time...... but in theory, if you could tell it to "play Prince - While My Guitar Gently Weeps.avi via VLC" it could be made to work. My knowledge ends at removing the loft and amps. files modified for this; https://1drv.ms/f/s!AvYwHVKnDAP7jekwDmwM8AqjlIQAaA Turn off venue mode and replace the files on your system with the ones above to get the black loft effect (note the loft psarc is in a different folder).
May 26, 20178 yr @@Fattyshow - my posts above will give you exactly what you were originally asking for, assuming you still have some interest in it.
May 27, 20178 yr I've got some very good news guys: BY REMOVING AUDIO EXCLUSIVITY YOU CAN HAVE YOUTUBE STILL RUNNING IN BACKGROUND.I've not tried with the MOD yet, but it should work:using the win key to switch between RS and Windows/Youtube play/pause.We'll just have to mute Youtube. Can you please test if it works fine with the MOD ?(I've use win 7 and Firefox). Is it necessary to keep OBS running to enable the mod ? I've never play RS without audio exclusivity and i can't try it today (hope everything is still ok (no lag or sound cracks etc..). Thanks ZagatoZee for your work and the files, can't wait.
Would there be a way to change all the backgrounds of Rocksmith so you could use a chroma key to remove everything except for the notes, amps, text,...
This would be very nice for my live stream.
If anyone knows how to do this, please tell me.