February 19, 20169 yr Is there any way to add like the o and the (no5) thing and stuff in the chord names?
February 19, 20169 yr I can't speak for the developers but I guess it pretty much depends on what RS supports natively. I honestly haven't looked at the chord database in RS, so I can't be sure but it would be strange if diminished chords aren't available, although they might not be displayed with a ° but just as "dim".
February 19, 20169 yr Rock Band 3 had a superscript notation for chord names that we only knew about because some official songs used it. Identifying any official charts that have this kind of naming would probably be the key.
February 19, 20169 yr Author from looking at the arrangment files. it looks like they just name it like dim and just do (no 5) and stuff.
February 21, 20169 yr I thought the chord names that appear in game (for customs) is completely to do with how EoF writes the XML? For example, is this not how and why the ignore tuning/capo function works; because RS is literally displaying what is written in the XML? And out of interest, my Gary Moore custom has a C#0 in it. Check out 1.34 in the play vid http://customsforge.com/topic/25066-cold-day-in-hell/ The 0 looks superscript to me.
February 21, 20169 yr Administrator It is but special character is know to provoke corrupt saves so for safety measure many things have been disable and it's better to copy the way official work to avoid any surprise than trying stuff that might break the game... Firekorn's workshop In Flames Discography #FirekornHasDoneNothingForTheCommunity
February 23, 20169 yr Author actually scracth that i did find a awy to do it. You edit both the XLM and the SNG and it will display them right
February 24, 20169 yr Author ok , so you have to chaneg the chord names in the XLM and then using the GUI convert the xlm to the SNG. I cant show any screens ingame cuz my e and b string broke but thats how it would go about
February 24, 20169 yr Author http://images.akamai.steamusercontent.com/ugc/550933846684728499/43EF15EF9A3433777A392AD7D998ECA5B3941061/
February 24, 20169 yr How would that name need to be written in the XML (if any official DLC XML files reveal it)? Provided that information isn't known, how does it have to be encoded in the SNG file?
February 24, 20169 yr I think that there should be a pause on implementation, at least until some views are in... I agree with firekorn, customs should reflect official songs as much as possible. And in fact, on viewing the screen, I think that that layout would hinder first time accurate play and be detrimental to the RS custom experience. Sorry @@Shinyditto12 :( Great idea and I don't think that would work for most players in game. High five to Plum for making a valid "that that" though :lol:
February 25, 20169 yr Author I think that there should be a pause on implementation, at least until some views are in... I agree with firekorn, customs should reflect official songs as much as possible. And in fact, on viewing the screen, I think that that layout would hinder first time accurate play and be detrimental to the RS custom experience. Sorry @@Shinyditto12 :( Great idea and I don't think that would work for most players in game. High five to Plum for making a valid "that that" though :lol:im lost, why wouldnt it work?
February 25, 20169 yr Because we haven't been told how it is authored. Non ASCII characters in custom charts have been seen to corrupt game saves, so without more information it's not looked upon enthusiastically.
February 25, 20169 yr Author oh it works by just editing the names just like you would like on a text file. say you wanted a Adim.....you would just go and put Adim as the display chord and chord name part in the xml. simple
February 25, 20169 yr @@Shinyditto12 Couldn't you do that in EoF then? Select the chord, press N and give it the appropriate name? Or doesn't that work with diminished chords or chords that use special characters? Btw, just fyi, in your picture there are "F7maj(no5)" chords but the usual way to spell that would be "Fmaj7(no5)" because "D7" would imply a dominant seventh chord, so putting the "maj" before the "7" makes it more easily recognizable.
February 25, 20169 yr Author no @@Shinyditto12 Couldn't you do that in EoF then? Select the chord, press N and give it the appropriate name? Or doesn't that work with diminished chords or chords that use special characters? Btw, just fyi, in your picture there are "F7maj(no5)" chords but the usual way to spell that would be "Fmaj7(no5)" because "D7" would imply a dominant seventh chord, so putting the "maj" before the "7" makes it more easily recognizable. it dosnt work actually.
February 25, 20169 yr What doesn't work? If you define a chord's name as "Adim" in EOF, that is the name that is written for it in the XML.
February 25, 20169 yr Author What doesn't work? If you define a chord's name as "Adim" in EOF, that is the name that is written for it in the XML.sorry it kinda works but it isnt subscripted, so its all smashed together
February 26, 20169 yr I still don't see how you are authoring it differently in the XML file than could be done in EOF. Are you using a non ASCII encoding to achieve sub/superscript?
February 26, 20169 yr Author Both the XMl and teh SNG have to match in order for it to be like that. I dont know how EOF works but it dosnt work like that.
February 26, 20169 yr More than anything, it sounds like the SNG file has to have the name encoded a particular way, but the toolkit devs may need an example file demonstrating this.
Is there any way to add like the o and the (no5) thing and stuff in the chord names?